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path: root/npc/config/magic.txt
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// The Mana World Script
//
// Author: Jesusalva <jesusalva@tmw2.org>
//
// Magic Script Core Functions
//
// Imported from Moubootaur Legends
//
// Important Variables:
//  MAGIC_EXP
//      Current mana magic experience
//  LAST_SKILL
//      Last Skill used (array)
//  MAGIC_LVL
//      Maximum tier of usable magic, capped by something
//  MAGIC_PTS
//      Amount of used Magic Skill Points (bad logic)
//  MAGIC_CLU
//      Array of (skill ID, Level) for sk_canlevelup


// This function will add MAGIC_EXP
// And manage last skills used memory
// GetManaExp(SkillID, EXP Points)
function	script	GetManaExp	{
    .@sk=getarg(0);
    .@pt=getarg(1);
    if (LAST_SKILL == .@sk) {
        .@pt=cap_value(.@pt/3, 0, 1);
        .@bonus=0;
    } else {
        // Update skill memory
        LAST_SKILL[4]=LAST_SKILL[3];
        LAST_SKILL[3]=LAST_SKILL[2];
        LAST_SKILL[2]=LAST_SKILL[1];
        LAST_SKILL[1]=LAST_SKILL[0];
        LAST_SKILL[0]=.@sk;
    }

    // Update Magic EXP
    MAGIC_EXP=MAGIC_EXP+.@pt;
    return;
}



// sk_maxpoints() → Max Magic Skill Points you may use
// Returns how many points you can use
// Could be tweaked to read a variable instead
function	script	sk_maxpoints	{
    // 2 points per magic level
    .@val=(MAGIC_LVL)*2;
    // 1 point every twice magic level
    .@val+=(MAGIC_LVL/2);
    // Excluding first 15, 1 point every 12 job levels (Up to JL 75)
    .@val+=min(5, ((JobLevel-15)/12));
    // 1 point per being a player
    .@val+=1;
    // 2 points per Rebirth
    .@val+=(REBIRTH*2);
    return .@val;
}

// Returns how many points you can allocate
// Could be tweaked to NOT use MAGIC_PTS this way
function	script	sk_points	{
    return sk_maxpoints()-MAGIC_PTS;
}

// Returns true if a skill can be leveled up.
// It checks the MSP
// sk_canlvup( {cost=1} )
function	script	sk_canlvup	{
    return ((MAGIC_PTS+getarg(0,1)) <= sk_maxpoints());
}

// Level up a skill in 1 level (internal function)
// TODO: Return the point if leveling about Max Level
// sk_lvup( sk{, cost=0} )
function	script	sk_lvup	{
    .@lvl=MAGIC_CLU[getarg(0)];
    getexp 0, 50*(.@lvl+1);
    skill(getarg(0), .@lvl+1, 0);
    if (getarg(1,0)) {
        MAGIC_PTS+=getarg(1, 0);
    }
    MAGIC_CLU[getarg(0)]=.@lvl+1;
    return;
}

// Internal Magic School Learning Interface
// mlearn( skill, MAX_LV, MSP cost, item, amount{, GP cost} )
// returns false if cheater; DO NOT USE IN SCRIPTS
function	script	mlearn	{
    .@sk=getarg(0);
    .@ff=getarg(1);
    .@msp=getarg(2);
    .@it=getarg(3);
    .@am=getarg(4);
    .@gp=getarg(5, 0);
    // Max level reached
    if (getskilllv(.@sk) >= .@ff) {
        return true;
    }
    // Not enough items
    if (countitem(.@it) < .@am)
        return false;
    // Not enough MSP
    if (!sk_canlvup(.@msp))
        return false;
    // Not enough GP
    if (Zeny < .@gp) {
        return false;
    }

    // Payment
    delitem .@it, .@am;
    Zeny-=.@gp;

    // Level up
    sk_lvup(.@sk, .@msp);
    return true;
}

// NEW Magic School Learning Interface
// learn_magic(Skill)
function	script	learn_magic	{
    .@ski=getarg(0);
    .@learn$=l("Learning");

    // Check if skill is valid
    .@mlv=$@MSK_MAXLV[.@ski];
    if (.@mlv < 1) {
        return false;//Exception("ERROR: The skill "+.@ski+" is not valid!");
    }

    // Load a few temporary variables
    .@pre=$@MSK_PREREQ[.@ski];
    .@it=$@MSK_ITEM[.@ski];
    .@am=$@MSK_AMOUNT[.@ski];
    .@msp=$@MSK_MSPCOST[.@ski];
    .@gp=$@MSK_COST[.@ski];

    // Pre-requisite check
    if (.@pre) {
        if (getskilllv(.@pre) < 1) {
            mesc l("Pre-requisites not met!"), 1;
            mesc l("The following skill is needed: %s%s (Lv. %d)",
                   "##9", getskillname(.@pre), 1), 1;
            return false;
        }
    }

    // Max level reached
    if (getskilllv(.@ski) >= .@mlv) {
        mesc l("You've reached the maximum level for this skill."), 1;
        return true;
    }

    // Skill level check
    if (getskilllv(.@sk)) {
        .@msp=1;
        .@learn$=l("Upgrading");
    }

    mesc l("%s %s will require:", .@learn$, getskillname(.@ski));
    mes l("* %d/%d MSP (Magic Skill Points)", .@msp, sk_points());
    mes l("* %d/%d E (Esperins)", .@gp, Zeny);
    mes l("* %d/%d %s", .@am, countitem(.@it), getitemlink(.@it));
    mes "";
    mesc l("Really learn this skill?");
    if (askyesno() == ASK_NO)
        return false;

    return mlearn(.@ski, .@mlv, .@msp, .@it, .@am, .@gp);
}

// transcheck( {item 1, amount 1}, {item 2, amount 2}... )
// returns true upon success
function	script	transcheck	{
    if (getargcount() < 2 || getargcount() % 2 != 0)
        return false;//Exception("Faulty learning skill command invoked - error");

    // Count items
    for (.@i=0;.@i < getargcount(); .@i++) {
        if (countitem(getarg(.@i)) < getarg(.@i+1))
            return false;
        .@i++;
    }

    // Delete Items
    for (.@i=0;.@i < getargcount(); .@i++) {
        delitem getarg(.@i), getarg(.@i+1);
        .@i++;
    }
    return true;
}

// Returns a value defining your current magic control (affects success ratio, higher is better)
// A value of '5' means perfect control, and a value of '0' means overwhelm.
// abizit()
function	script	abizit	{
    .@lv=MAGIC_LVL+1;
    if (.@lv < 1) return 0;
    .@base=((.@lv*2)**3);
    return min(MAGIC_EXP/.@base, 5);
}


// Reimplementation of abizit()
// Internal helper
// 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;
}

// Reimplementation of abizit()
// It will show abizit in dialog box or in a floating message
// ShowAbizit({dialog=1})
function	script	ShowAbizit	{
    .@dial=getarg(0, true);
    if (.@dial)
        mesn l("Current Magic Control");

    .@lv=MAGIC_LVL+1;
    .@val=MAGIC_EXP+rand(-.@lv*5, .@lv*5);
    .@base=((.@lv*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;
}


/////////////////////////////////////////
// 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($@MSK_CLASS[.@cla], .@ski); // 3D Arrays are not supported
    array_push($@MSK_MAGIC, .@ski);
    return;
}

-	script	Magic Load	NPC_HIDDEN,{
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;
}