diff options
Diffstat (limited to 'world/map/npc/magic/_procedures.txt')
-rw-r--r-- | world/map/npc/magic/_procedures.txt | 162 |
1 files changed, 162 insertions, 0 deletions
diff --git a/world/map/npc/magic/_procedures.txt b/world/map/npc/magic/_procedures.txt new file mode 100644 index 00000000..466d8ca8 --- /dev/null +++ b/world/map/npc/magic/_procedures.txt @@ -0,0 +1,162 @@ +function|script|magic_register +{ + //debugmes ">> Register " + .invocation$ + " @ " + strnpcinfo(0); + set .@ext$, if_then_else(getarg(0,"") != "", "::"+getarg(0), ""); + registercmd .invocation$, strnpcinfo(0) + .@ext$; // register the spell + set .index, $@magic_index; + set $@magic_index, $@magic_index + 1; + return; +} + +// this can only be done with a npc so... +-|script|Magic Timer|32767 +{ + end; +OnClear: + set @_M_BLOCK, 0; + end; +} + +// this function is call()-only +function|script|magic_checks +{ + set .@r, 0; + if(getpvpflag(1)) set .@r, 1; // FIXME: make HIDDEN into a param + if(@_M_BLOCK) set .@r, 2; // check if last debuff ended + if(Hp < 1) set .@r, 3; // can not cast when dead + return .@r; +} + +function|script|elt_damage +{ + // args are damage, dmgplus(mutation), bonus_elt, malus_elt, effect + set .@dmg, getarg(0) + rand(getarg(1)); + if(get(ELTTYPE, @target_id) == getarg(3)) // malus + set .@dmg, .@dmg / 3; + if(get(ELTTYPE, @target_id) == getarg(2)) // bonus + set .@dmg, ((get(ELTLVL, @target_id) + 4) * .@dmg) / 4; + set .@source, .caster; + if (!.@source) set .@source, getcharid(3); + + injure .@source, @target_id, .@dmg; + misceffect getarg(4), @target_id; + return; +} + +function|script|melee_damage +{ + // args are spell power, target id, dmg + if ((getarg(0) - rand(100)) < (get(BaseLevel, getarg(1)) + get(MDEF1, getarg(1)))) + injure BL_ID, getarg(1), 0; + else injure BL_ID, getarg(1), getarg(2); + return; +} + +function|script|magic_create_item +{ + // FIXME / XXX: IMO, using Luk for this is very bad and unfair + set .@exp, (MAGIC_EXPERIENCE & (BYTE_0_MASK | BYTE_1_MASK)) >> BYTE_0_SHIFT; + set .@score, (.@exp + rand(min(@spellpower, ((.@exp / 3) + 1)))); + set @create_params[2], 1; // success flag + if (.@score >= @create_params[1]) goto L_Perfect; + set @create_params[2], 0; // success flag + set .@score, .@score + rand(Luk) + rand(Luk); + if (.@score < (@create_params[1] / 3)) goto L_Backfire; + if (.@score < ((@create_params[1] * 2) / 3)) goto L_Iten; + message strcharinfo(0), "Magic : ##3##BYour spell takes on a mind of its own!"; + if (rand(3) == 1) getitem @create_items$[1], 1; // bad item + return; + +L_Iten: + if (rand(5) != 2) goto L_Escape; + message strcharinfo(0), "Magic : ##3##BYour spell solidifies into the shape of a mysterious object!"; + getitem "Iten", 1; + return; + +L_Escape: + message strcharinfo(0), "Magic : ##3##BYour spell escapes!"; + return; + +L_Backfire: + message strcharinfo(0), "Magic : ##3##BYour spell backfires!"; + if (rand(110) < Luk) heal 0 - ((BaseLevel+1)*(BaseLevel+2)*(rand(28)+3)), 0; + else heal 0 - (BaseLevel + 1), 0; + return; + +L_Perfect: + getitem @create_items$[0], @create_params[0]; // good item + return; +} + +function|script|magic_exp +{ + set @last_index, (MAGIC_EXPERIENCE & BYTE_2_MASK) >> BYTE_2_SHIFT; + set @last_exp, (MAGIC_EXPERIENCE & (BYTE_0_MASK | BYTE_1_MASK)) >> BYTE_0_SHIFT; + + //debugmes "old spell index: " + @last_index; + //debugmes "new spell index: " + .index; + + if(getskilllv(SKILL_MAGIC) < (.level + 3) && .index != @last_index) + goto L_Gain; + //debugmes "same as last spell => don't proceed"; + goto L_Return; + +L_Gain: + if(.exp_gain < 1) goto L_Return; // only the spells that have exp register here. If you + // remove this line then players can cast a spell with + // no cost, then a spell with a reagents, then another + // spell with no costs and still get the exp + set @new_exp, @last_exp + .exp_gain; + if(@new_exp > (BYTE_0_MASK | BYTE_1_MASK)) set @new_exp, (BYTE_0_MASK | BYTE_1_MASK); + //debugmes "old magic exp: "+ @last_exp; + //debugmes "new magic exp: "+ @new_exp; + set MAGIC_EXPERIENCE, (MAGIC_EXPERIENCE &~ (BYTE_0_MASK | BYTE_1_MASK)) | (@new_exp << BYTE_0_SHIFT); + set MAGIC_EXPERIENCE, (MAGIC_EXPERIENCE &~ BYTE_2_MASK) | (.index << BYTE_2_SHIFT); + goto L_Return; + +L_Return: + return; +} + +function|script|adjust_spellpower +{ + set @spellpower, MATK1 + getskilllv(SKILL_MAGIC) + getskilllv(.school) + 10; + if((.school != SKILL_MAGIC_NATURE) && (.school != SKILL_MAGIC_LIFE)) goto L_Return; + if(@args$ == "" || !@args$ || getpartnerid2() == 0) goto L_Return; + if(getcharid(3, @args$) < 1 || getpartnerid2() != getcharid(3, @args$) || !(isloggedin(getcharid(3, @args$)))) + goto L_Return; + //debugmes "You targeted your spouse!"; + // XXX: the spell power increases when the target is the spouse so one could + // just do #modrilax (spouse) right? + // + // ... let's just forget about spouse for now + goto L_Return; + +L_Return: + return; +} + +function|script|gain_heal_xp +{ + set @last_heal_xp, ((SCRIPT_XP & SCRIPT_HEALSPELL_MASK) >> SCRIPT_HEALSPELL_SHIFT); + if ((@target_id != BL_ID) && ((.@heal_value / .heal_xp_value_divisor) > (((10 + @last_heal_xp) + rand(@last_heal_xp + 1)) + rand(@last_heal_xp + 1)))) + goto L_Block; + goto L_Return; + +L_Block: + set @heal_xp, (@last_heal_xp + @mexp); + if (@heal_xp > SCRIPT_HEALSPELL_MASK) + set @heal_xp, SCRIPT_HEALSPELL_MASK; + set SCRIPT_XP, (SCRIPT_XP & ~(SCRIPT_HEALSPELL_MASK) | (@heal_xp << SCRIPT_HEALSPELL_SHIFT)); + goto L_Gain_Xp; + +L_Gain_Xp: + set @heal_exp, .@heal_value; + if (.@heal_value > get(HEALXP, @target_id)) + set @heal_exp, get(HEALXP, @target_id); + getexp (.base_exp_factor * @heal_exp), 0; + goto L_Return; + +L_Return: + return; +} |