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-rw-r--r--npc/config/magic.txt168
1 files changed, 163 insertions, 5 deletions
diff --git a/npc/config/magic.txt b/npc/config/magic.txt
index 3fbafbdf..dbe665a6 100644
--- a/npc/config/magic.txt
+++ b/npc/config/magic.txt
@@ -19,11 +19,6 @@
// Array of (skill ID, Level) for sk_canlevelup
-// PLACEHOLDER
-function script getskillname {
- return getarg(0);
-}
-
// This function will add MAGIC_EXP
// And manage last skills used memory
// GetManaExp(SkillID, EXP Points)
@@ -282,11 +277,174 @@ function script RegisterMagic {
OnInit:
/* RegisterMagic(MSP, Skill, MaxLv, Item, Amount,
Class, Cost, {PreReq, PostReq}) */
+ // (B) - Brawling
+ // (A) - Active
+ // (R) - Ranged (bows only)
+ // (M) - Magic
+ // (S) - Support
+ // (T) - Terrain
+ // (G) - GP on usage
+ // (P) - Passive
+ // (X) - Area Of Effect
//////////////////////// Other: Misc
// Monster Identify
RegisterMagic(0, EVOL_MONSTER_IDENTIFY, 1, Beer, 1,
CLASS_OTHER, 5000);
+ // Bash (B)
+ RegisterMagic(0, SM_BASH, 1, MagicFeather, 1,
+ CLASS_OTHER, 0);
+ // Free Cast (P)
+ RegisterMagic(0, SA_FREECAST, 1, MagicFeather, 1,
+ CLASS_OTHER, 0);
+ // Full Throttle (A)
+ RegisterMagic(0, ALL_FULL_THROTTLE, 1, MagicFeather, 1,
+ CLASS_OTHER, 0);
+
+
+ //////////////////////// Master Skill Book: Skills
+ // These skills are handled by the Master Skill Book
+ // So the definition here is duplicate.
+ // Dragon Slayer (P)
+ RegisterMagic(0, SA_DRAGONOLOGY, 1, MagicFeather, 1,
+ CLASS_MASTER, 0);
+ // HP/DEF Boosting (P)
+ RegisterMagic(0, CR_TRUST, 1, MagicFeather, 1,
+ CLASS_MASTER, 0);
+ // HP Recovery (P)
+ RegisterMagic(0, SM_RECOVERY, 1, MagicFeather, 1,
+ CLASS_MASTER, 0);
+ // MP Recovery (P)
+ RegisterMagic(0, MG_SRECOVERY, 1, MagicFeather, 1,
+ CLASS_MASTER, 0);
+ // Mammonite (G)
+ RegisterMagic(0, MC_MAMMONITE, 1, MagicFeather, 1,
+ CLASS_MASTER, 0);
+ // Anti-Poison (A)
+ RegisterMagic(0, TF_DETOXIFY, 1, MagicFeather, 1,
+ CLASS_MASTER, 0);
+ // Trick Dead (A)
+ RegisterMagic(0, NV_TRICKDEAD, 1, MagicFeather, 1,
+ CLASS_MASTER, 0);
+ // Sudden Attack (A)
+ RegisterMagic(0, GC_DARKILLUSION, 1, MagicFeather, 1,
+ CLASS_MASTER, 0);
+
+ //////////////////////// Master Skill Book: Spells
+ // MATK Charge (A)
+ RegisterMagic(0, HW_MAGICPOWER, 1, MagicFeather, 1,
+ CLASS_MASTER, 0);
+ // Poison (?)
+ RegisterMagic(0, TF_POISON, 1, MagicFeather, 1,
+ CLASS_MASTER, 0);
+ // Backslide (A)
+ RegisterMagic(0, TF_BACKSLIDING, 1, MagicFeather, 1,
+ CLASS_MASTER, 0);
+ // Discount (P)
+ RegisterMagic(0, MC_DISCOUNT, 1, MagicFeather, 1,
+ CLASS_MASTER, 0);
+
+
+ //////////////////////// War Magic: Skills
+ // Charged Shot (R)
+ RegisterMagic(1, AC_CHARGEARROW, 1, MagicFeather, 1,
+ CLASS_WAR, 0);
+ // Arrow Shower (RX)
+ RegisterMagic(1, AC_SHOWER, 1, MagicFeather, 1,
+ CLASS_WAR, 0);
+ // Ground Strike (AX)
+ RegisterMagic(1, ASC_METEORASSAULT, 1, MagicFeather, 1,
+ CLASS_WAR, 0);
+ // Sharp Shooter (R)
+ RegisterMagic(1, SN_SHARPSHOOTING, 1, MagicFeather, 1,
+ CLASS_WAR, 0);
+ // Critical Counter Attack (A)
+ RegisterMagic(1, KN_AUTOCOUNTER, 1, MagicFeather, 1,
+ CLASS_WAR, 0);
+ // Mallard's Eye (PR)
+ RegisterMagic(1, AC_VULTURE, 1, MagicFeather, 1,
+ CLASS_WAR, 0);
+
+ //////////////////////// War Magic: Spells
+ // Soul Strike (M)
+ RegisterMagic(1, MG_SOULSTRIKE, 1, MagicFeather, 1,
+ CLASS_WAR, 0);
+ // Napalm Beat (MX)
+ RegisterMagic(1, MG_NAPALMBEAT, 1, MagicFeather, 1,
+ CLASS_WAR, 0);
+
+
+ //////////////////////// Nature Magic: Skills
+ // Nature Weapon (S)
+ RegisterMagic(1, SA_SEISMICWEAPON, 1, MagicFeather, 1,
+ CLASS_NATURE, 0);
+ // Wind Walker (A)
+ RegisterMagic(1, SN_WINDWALK, 1, MagicFeather, 1,
+ CLASS_NATURE, 0);
+ //////////////////////// Nature Magic: Spells
+ // Lightning Arrow (M)
+ RegisterMagic(1, MG_LIGHTNINGBOLT, 1, MagicFeather, 1,
+ CLASS_NATURE, 0);
+ // Nature Wall (T)
+ RegisterMagic(1, MG_FIREWALL, 1, MagicFeather, 1,
+ CLASS_NATURE, 0);
+
+
+ //////////////////////// Fire Magic: Skills
+ // Fire Weapon (S)
+ RegisterMagic(1, SA_FLAMELAUNCHER, 1, MagicFeather, 1,
+ CLASS_FIRE, 0);
+ //////////////////////// Fire Magic: Spells
+ // Fire Arrow (M)
+ RegisterMagic(1, MG_FIREBOLT, 1, MagicFeather, 1,
+ CLASS_FIRE, 0);
+ // Fire Ball (MX)
+ RegisterMagic(1, MG_FIREBALL, 1, MagicFeather, 1,
+ CLASS_FIRE, 0);
+ // Fire Walk (MX)
+ RegisterMagic(2, SO_FIREWALK, 1, MagicFeather, 1,
+ CLASS_FIRE, 0);
+
+
+ //////////////////////// Water Magic: Skills
+ // Frost Weapon (S)
+ RegisterMagic(1, SA_FROSTWEAPON, 1, MagicFeather, 1,
+ CLASS_WATER, 0);
+ //////////////////////// Water Magic: Spells
+ // Frost Diver (M)
+ RegisterMagic(1, MG_FROSTDIVER, 1, MagicFeather, 1,
+ CLASS_WATER, 0);
+ // Frost Nova (MX)
+ RegisterMagic(2, WZ_FROSTNOVA, 1, MagicFeather, 1,
+ CLASS_WATER, 0);
+
+
+ //////////////////////// Harmony Magic: Skills
+ // Provoke (A)
+ RegisterMagic(1, SM_PROVOKE, 1, MagicFeather, 1,
+ CLASS_HARMONY, 0);
+ // Mass Provoke (A)
+ RegisterMagic(1, EVOL_MASS_PROVOKE, 1, MagicFeather, 1,
+ CLASS_HARMONY, 0);
+ // Stealing (A)
+ RegisterMagic(1, TF_STEAL, 1, MagicFeather, 1,
+ CLASS_HARMONY, 0);
+ // Barter (P)
+ RegisterMagic(1, MC_OVERCHARGE, 1, MagicFeather, 1,
+ CLASS_HARMONY, 0);
+ // Backpack Floating (P)
+ RegisterMagic(1, ALL_INCCARRY, 1, MagicFeather, 1,
+ CLASS_HARMONY, 0);
+ //////////////////////// Harmony Magic: Spells
+ // Holy Light (M)
+ RegisterMagic(1, AL_HOLYLIGHT, 1, MagicFeather, 1,
+ CLASS_HARMONY, 0);
+ // Healing (MS)
+ RegisterMagic(1, AL_HEAL, 1, MagicFeather, 1,
+ CLASS_HARMONY, 0);
+ // High Healing (MS)
+ RegisterMagic(2, AB_HIGHNESSHEAL, 1, MagicFeather, 1,
+ CLASS_HARMONY, 0);
end;
}