// TMW2 script
// Author: Jesusalva <admin@tmw2.org>
//
// Magic Script Core Functions
//
// Used for our pseudo-magic.
// These are only helpers, you can add more restrictions and effects freely.
// Important Variables:
// MAGIC_EXP
// Current mana magic experience
// LAST_SKILL
// Last Mana Skill used
// MAGIC_LVL
// Maximum tier of usable magic, capped by Mana Stone
// AdjustSpellpower(power=100, {target=@skillTarget{, type=HARM_MAGI}})
function script AdjustSpellpower {
.@power=getarg(0, 100);
.@target=getarg(1, @skillTarget);
.@type=getarg(2, HARM_MAGI);
.@src=getcharid(3);
.@dmg=calcdmg(.@src, .@target, .@type);
// Abizit Influence (80%~130% at best, worst shot at perfect ctrl is 105%)
.@dmg = .@dmg * (80 + abizit() * rand2(5,10)) / 100;
.@dmg = .@dmg * .@power / 100;
return .@dmg;
}
// An alias for simplification
// AdjustAttackpower(power=100, {target=@skillTarget{, type=HARM_PHYS}})
function script AdjustAttackpower {
.@power=getarg(0, 100);
.@target=getarg(1, @skillTarget);
.@type=getarg(2, HARM_PHYS);
return AdjustSpellpower(.@power, .@target, .@type);
}
// SkillID, EXP Points
function script GetManaExp {
.@sk=getarg(0);
.@pt=getarg(1);
.@bonus=rand2(0,getskilllv(TMW2_SAGE)*3/2);
if (LAST_SKILL == .@sk) {
.@pt=limit(0, (.@pt+.@bonus)/3, 1);
.@bonus=0;
}
LAST_SKILL=.@sk;
MAGIC_EXP=MAGIC_EXP+.@pt+.@bonus;
return;
}
// SkillID, Mana{, MP per level}
function script MagicCheck {
// PRE EXECUTION
// Load Variables
.@sk=getarg(0);
.@mp=getarg(1);
.@amp=getarg(2,0);
// Check Skill
if (getskilllv(.@sk) < 1)
return 0;
// Load mana cost
.@mp=.@mp+getskilllv(.@sk)*.@amp-.@amp;
// Check mana
if (readparam(Sp) < .@mp) {
dispbottom l("Insufficient mana: @@/@@.", readparam(Sp), .@mp);
return 0;
}
// Apply mana cost
heal 0, 0-.@mp;
return 1;
}
// SkillID, MobID{, SkillLevelPerMob=2{, Level Override}}
function script SummonMagic {
.@sk=getarg(0);
.@id=getarg(1);
.@adj=getarg(2,2);
.@lv=getarg(3,getskilllv(.@sk));
if (.@adj < 1) {
debugmes "\033[31mInvalid MobPerSkillLevel for SummonMagic (.@adj): "+.@adj+"\033[0m";
dispbottom l("Invalid parameter specified, blame saulc.");
end;
}
// Cause effect
// Summoned monsters live from 45 to 60 seconds, and each skill levels grants 10s extra life
// The 35~50 is not a defect, remember skill starts at level 1...
// PS. Abizit gives 3s per level, and +1 HP per level
for (.@i = 0; .@i < (.@lv+(.@adj-1))/.@adj; .@i++) {
.@lifetime=rand(35,50)+.@lv*10;
// Abizit makes lifetime vary (like AdjustSpellpower)
.@lifetime = .@lifetime * (80 + abizit() * rand2(5,10)) / 100;
.@mids=summon("Summoned Monster", .@id, .@lifetime);
.@bhp=getunitdata(.@mids, UDT_MAXHP);
.@lvx=max(0, (.@lv-1)*.@bhp/50);
// Abizit makes bonus HP vary (like AdjustSpellpower)
.@lvx = .@lvx * (80 + abizit() * rand2(5,10)) / 100;
setunitdata(.@mids, UDT_MAXHP, .@bhp+.@lvx);
setunitdata(.@mids, UDT_HP, .@bhp+.@lvx);
}
dispbottom l("All monsters summoned!");
return;
}
// areaharm(target, range, DMG, {type, element, filter, bl})
// Defaults to HARM_MISC, Ele_Neutral, filter filter_hostile and all BLs
// Valid BL: BL_MOB | BL_PC | BL_HOM | BL_MER
// Do not use: NPC, PET, ELEM
// Range centers on caster (player), implement and use areaharm2 elsewhere
function script areaharm {
.@t=getarg(0);
.@r=getarg(1);
.@d=getarg(2);
.@h=getarg(3, HARM_MISC);
.@e=getarg(4, Ele_Neutral);
.@f$=getarg(5, "filter_hostile");
.@b=getarg(6, BL_PC | BL_MOB | BL_MER | BL_HOM);
getmapxy(.@m$, .@x, .@y, getunittype(.@t), .@t);
.@c=getunits(.@b, .@mbs, false, .@m$, .@x-.@r, .@y-.@r, .@x+.@r, .@y+.@r);
for (.@i = 0; .@i < .@c; .@i++) {
// Filtering
if (!callfunc(.@f$, .@mbs[.@i]))
continue;
harm(.@mbs[.@i], .@d, .@t, .@e);
specialeffect(FX_ATTACK, AREA, .@mbs[.@i]);
// TODO: Handle MobPt to don't overload timer system?
}
return;
}
// mescordialog(text, color, {dialog=1})
function script mescordialog {
if (getarg(2, true))
mesc getarg(0), getarg(1);
else
dispbottom col(getarg(0), getarg(1));
return;
}
// ShowAbizit({dialog=1})
function script ShowAbizit {
.@dial=getarg(0, true);
if (.@dial)
mesn l("Current Magic Control");
.@val=MAGIC_EXP+rand(-MAGIC_LVL*5, MAGIC_LVL*5);
.@base=((MAGIC_LVL*2)**3);
if (.@val > .@base*5)
mescordialog l("You are perfectly in control of your magic."), 3, .@dial;
else if (.@val > .@base*4)
mescordialog l("You are mostly in control of your magic."), 2, .@dial;
else if (.@val > .@base*3)
mescordialog l("You are somewhat in control of your magic."), 4, .@dial;
else if (.@val > .@base*2)
mescordialog l("Your magic is more powerful than you, but you can control."), 7, .@dial;
else if (.@val > .@base)
mescordialog l("You still are overwhelmed by your magic."), 6, .@dial;
else
mescordialog l("You are completly overwhelmed by your magic."), 1, .@dial;
return;
}
// SK_summon(ID, amount, mexp)
function script SK_summon {
.@mob=getarg(0);
.@amt=getarg(1);
.@mex=getarg(2);
if ($@GM_OVERRIDE || debug) debugmes "Skill "+@skillId+" Lv "+@skillLv;
// Blocked from summoning magic
if (alignment() < 0 && !isequippedcnt(AegisShield))
return;
if (rand2(5) < abizit()) {
// Summon Magic (with magic level bonus)
SummonMagic(@skillId, .@mob, .@amt, MAGIC_LVL+@skillLv-1, @skillLv);
} else {
dispbottom l("The spell fails!");
}
// Get a single mana experience point (this is NOT used by Mana Stone)
GetManaExp(@sk, .@mex);
return;
}
/////////////////////////////////////////
// RegisterMagic(MSP, Skill, MaxLv, Item, Amount, Class, Cost, {PreReq, PostReq})
function script RegisterMagic {
.@msp=getarg(0);
.@ski=getarg(1);
.@max=getarg(2);
.@ite=getarg(3);
.@amo=getarg(4);
.@cla=getarg(5);
.@cos=getarg(6);
.@pre=getarg(7, false);
.@pos=getarg(8, false);
$@MSK_MSPCOST[.@ski]=.@msp;
$@MSK_MAXLV[.@ski]=.@max;
$@MSK_ITEM[.@ski]=.@ite;
$@MSK_AMOUNT[.@ski]=.@amo;
$@MSK_COST[.@ski]=.@cos;
$@MSK_PREREQ[.@ski]=.@pre;
$@MSK_POSTREQ[.@ski]=.@pos;
array_push($@MSK_CLASS[.@cla], .@ski);
return;
}
- script Magic Load NPC_HIDDEN,{
OnInit:
/* RegisterMagic(MSP, Skill, MaxLv, Item, Amount,
Class, Cost, {PreReq, PostReq}) */
//////////////////////// Scholarship
// Mana Wisdom
RegisterMagic(1, TMW2_SAGE, 5, SpellBookPage, 1,
CLASS_SCHOLARSHIP, 0);
// Accumulate Power
RegisterMagic(1, HW_MAGICPOWER, 5, SpellBookPage, 1,
CLASS_SCHOLARSHIP, 0);
// Windwalker
RegisterMagic(3, SN_WINDWALK, 3, SpellBookPage, 1,
CLASS_SCHOLARSHIP, 0);
// Last Standing Man
RegisterMagic(3, CR_TRUST, 2, SpellBookPage, 1,
CLASS_SCHOLARSHIP, 0);
/* Skillchain */
// Healing
RegisterMagic(1, AL_HEAL, 4, SpellBookPage, 1,
CLASS_SCHOLARSHIP, 0, false, AB_HIGHNESSHEAL);
// High Healing
RegisterMagic(2, AB_HIGHNESSHEAL, 1, SpellBookPage, 1,
CLASS_SCHOLARSHIP, 0, AL_HEAL, false);
/* Skillchain */
// Provoke
RegisterMagic(1, SM_PROVOKE, 1, SpellBookPage, 1,
CLASS_SCHOLARSHIP, 0, false, EVOL_AREA_PROVOKE);
// Mass Provoke
RegisterMagic(2, EVOL_AREA_PROVOKE, 10, SpellBookPage, 1,
CLASS_SCHOLARSHIP, 0, SM_PROVOKE, false);
//////////////////////// Physical Sciences
// Ground Strike
RegisterMagic(2, ASC_METEORASSAULT, 3, FluoPowder, 3,
CLASS_PHYSICAL, 0);
/* Skillchain */
// Falkon Punch
RegisterMagic(1, SM_BASH, 10, FluoPowder, 3,
CLASS_PHYSICAL, 0, false, MC_MAMMONITE);
// Supreme Attack
RegisterMagic(1, MC_MAMMONITE, 10, FluoPowder, 3,
CLASS_PHYSICAL, 0, SM_BASH, KN_AUTOCOUNTER);
// Counter Attack
RegisterMagic(2, KN_AUTOCOUNTER, 5, FluoPowder, 3,
CLASS_PHYSICAL, 0, MC_MAMMONITE, false);
/* Skillchain */
// Arrow Shower
RegisterMagic(3, AC_SHOWER, 10, FluoPowder, 3,
CLASS_PHYSICAL, 0, false, SN_SHARPSHOOTING);
// Sharpshooter
RegisterMagic(3, SN_SHARPSHOOTING, 1, FluoPowder, 3,
CLASS_PHYSICAL, 0, AC_SHOWER, false);
//////////////////////// Destructive Magic
//////////////////////// Trickmaster
//////////////////////// Other: Summonning
//////////////////////// Other: Misc
// Chargd Shot
RegisterMagic(0, AC_CHARGEARROW, 1,
CLASS_OTHER, NPCEyes, 1, 0);
end;
}