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// TMW2 scripts.
// Authors:
//    Jesusalva
//    TMW Org.
// Description:
//    HUB functions (Magic)
// HUB_SkillInvoke (  )
function	script	HUB_SkillInvoke	{
    // Something is... wrong
    if (!@skillId) {
        Exception("ILLEGAL SKILL PASSED TO HUB. It has been compromised, Jim.", RB_DEBUGMES|RB_IRCBROADCAST);
        debugmes "Legal Caster: %s", strcharinfo(0);
        debugmes "Effective Caster: %d", @skillCaster;
        return;
    }

    /* *********************************************************************** */
    // TODO: Detect what was script-cast and what was player-case. Then, readd RB_IRCBROADCAST
    // If you can't do this: You can't do this
    if (getskilllv(@skillId) < @skillLv && @skillId != BS_GREED)
        Exception("System ERROR, HSI."+@skillId+" INVALID CAST (got "+@skillLv+" expected "+getskilllv(@skillId)+", sub-LC."+(getcharid(3)-2000000)+")", RB_DEBUGMES|RB_ISFATAL);
    // You are AFK for over 3 minutes, that's crazy, disregard
    if (checkidle() > 180)
        return;

    // Record to database
    skillInvoke[@skillId] = skillInvoke[@skillId] + 1;

    // Script-based skills
    /* *********************************************************************** */
    switch (@skillId) {
        case TMW2_FAKESKILL:
            charcommand("@refresh"); // Possibly broken on too up-to-date Herc
            break;
        // Level 0
        case SKILL_CONFRINGO:
            SK_Confringo(); break;
        case SKILL_REAPERCRY:
            Reapercry(); break;
        // Level 1
        case SKILL_ABIZIT:
            SK_Abizit(); break;
        case SKILL_MONSTERINFO:
            SK_Miteyo(); break;
        case EVOL_AREA_PROVOKE:
            SK_Itenplz(); break;
        case SKILL_FLAR:
            SK_Flar(); break;
        case SKILL_MODRIPHOO:
        case SKILL_MODRISUMP:
        case SKILL_MODRIYIKAM:
        case SKILL_MODRILAX:
            SK_GrowPlants(); break; // FIXME: Unreleased/cannot be learned
        case SKILL_LUM:
            SK_Lum(); break;
        case SKILL_CHIZA:
            SK_Chiza(); break;
        case SKILL_PARUM:
        case SKILL_GOLE:
            SK_Transmute(); break;
        // Level 2
        case SKILL_INMA:
            SK_Inma(); break;
        case SKILL_JOYPLIM:
            SK_Joyplim(); break;
        case SKILL_CHIPCHIP:
            SK_Shear(); break;
        case SKILL_KALAKARENK:
        case SKILL_KALBOO:
        case SKILL_KALGINA:
        case SKILL_KALRENK:
            SK_SummonLv2(); break;
        case SKILL_HALHISS:
        case SKILL_HELORP:
            SK_SummonLv2(); break;
        case SKILL_KAFLOSH:
            SK_Kaflosh(); break;
        case SKILL_BETSANC:
            SK_Betsanc(); break;
        case SKILL_ASORM:
            SK_Asorm(); break;
        case SKILL_INGRAV:
            SK_Ingrav(); break;
        case SKILL_UPMARMU:
            SK_Uparmu(); break;
        case SKILL_FRILLYAR:
            SK_Frillyar(); break;
        case SKILL_PHLEX:
            SK_Phlex(); break;
        case SKILL_KULARZUFRILL:
        case SKILL_ZUKMINBIRF:
        case SKILL_PATMUPLOO:
        case SKILL_PATVILOREE:
        case SKILL_PATLOREE:
        case SKILL_MANPAHIL:
            SK_Transmute(); break;
        // Level 3
        // Level 4
        // Level 5
        ////////////////////////////////
        /* XXX: Fire Class
        // (May burn targets for damage over time)
        case TMW2_ARMAGEDDON:
            .@PW=140+(10*@skillLv);
            .@RG=5+(@skillLv/5);
            // 18% chance, 3s, 3x3 radius
            areaharm(@skillTarget, .@RG, AdjustSpellpower(.@PW), HARM_MAGI, Ele_Fire);
            areasc(.@RG, 6000, SC_BLOODING, BL_MOB|BL_PC|BL_HOM|BL_MER, 1, "filter_hostile", @skillTarget, 1800);
            GetManaExp(TMW2_FIREBALL, 3);
            break;
        ////////////////////////////////
        // XXX: Earth Class
        case TMW2_GAIABREAK:
            .@PWA=170+(30*@skillLv);
            .@PWB=110+(10*@skillLv);
            .@dmg=AdjustSpellpower(.@PWA);
            .@dsub=AdjustSpellpower(.@PWB);
            harm(@skillTarget, .@dmg, HARM_MAGI, Ele_Earth);
            rectharm(@skillTarget, 2, 5, .@dsub, HARM_MAGI, Ele_Earth);
            areasc(2, 5000, SC_INCDEFRATE, BL_PC, 10, "filter_friendly");
            GetManaExp(TMW2_METEORSTRIKE, 3);
            break;
        ////////////////////////////////
        // XXX: Physical Class (Regular)
        case TMW2_FALKONSTRIKE:
            .@PW=100+(25*@skillLv);
            .@ST=0+(10*@skillLv);
            .@TM=100+(90*@skillLv);
            harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Neutral);
            sc_start SC_STUN, .@TM, 1, .@ST, SCFLAG_NONE, @skillTarget;
            GetManaExp(@skillId, 1);
            break;
        case TMW2_GROUNDSTRIKE:
            .@PW=50+(40*@skillLv);
            .@dmg=AdjustAttackpower(.@PW);
            .@RG=2+(@skillLv/5);
            .@TM=100+(@skillLv*200);
            .@ST=500+(100*@skillLv);
            .@EF=any(SC_STUN, SC_BLIND, SC_BLOODING, SC_BLIND, SC_BLOODING);
            areaharm(@skillTarget, .@RG, .@dmg, HARM_PHYS, Ele_Neutral);
            areasc(.@RG, .@TM, .@EF, BL_MOB | BL_PC | BL_HOM | BL_MER, 1, "filter_hostile", @skillTarget, .@ST);
            GetManaExp(@skillId, 1);
            break;
        case TMW2_SUPREMEATTACK:
            .@PW=100+(50*@skillLv);
            harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Neutral);
            GetManaExp(@skillId, 1);
            break;
        ////////////////////////////////
        // Summons which never fail
        case TMW2_ZARKOR:
            SummonMagic(@skillId, CaveMaggot, 2, @skillLv);
            GetManaExp(@skillId, 1);
            break;
        // Summons which may fail
        case TMW2_KALWULF:
            SK_summon(Wolvern, 4, any(3,4));
            break;
        // More complex summons
        case TMW2_FROZENHEART:
            .@mobId=Moggun;
            if (rand2(6,12) < abizit()+1)
            {
               .@mobId=Yeti;
            }
            SK_summon(.@mobId, 4, any(3,4));
            break;
        case TMW2_STONEHEART:
            .@mobId=Terranite;
            if (rand2(9,12) < abizit()+1 &&
               BaseLevel > 80)
            {
               .@mobId=TerraniteProtector;
            }
            SK_summon(.@mobId, 4, any(4,5));
            break;
        */

        // Experience only
        default:
            GetManaExp(@skillId, 1);
            break;
    }

    // Debug
    if ($@GM_OVERRIDE)
        debugmes "Cast skill %d on level %d - Target %d",
                 @skillId, @skillLv, @skillTarget;

    // Cleanup (double-safe)
    @skillTarget = 0;
    return;

}





























// HUB_PCBonus ()
function	script	HUB_PCBonus	{
    /* Evol2TMWA Stat Hacks */
    // Criticals
    // Dex
    if (getiteminfo(getequipid(EQI_HAND_R), ITEMINFO_SUBTYPE) != W_BOW)
    {
        bonus bCritical, (readparam2(UDT_DEX)+2)*3/20;
    }
    // Luck
    // gives atm more crit then on tmwa

    /* Passive Skills */
    if (FOCUSING & FSKILL_ASTRAL_SOUL) {
        bonus bMatkRate, -readparam(bMatkRate)+(getskilllv(SKILL_ASTRAL_SOUL)*(readparam2(UDT_INT)/9));
        // mattack without equipment is already so high that any mattack from skill would make no sense so i completly remove mattack and calculate it again
        // can't realy test it right now since +mattack and -mattack for many items dont work but for some of the common mage items it seems ok
    }
    if (FOCUSING & FSKILL_RAGING) {
        if (getiteminfo(getequipid(EQI_HAND_R), ITEMINFO_SUBTYPE) != W_BOW)
        {
        // atm trolls can use raging, I thought it's ok since they do damage over Str and have only a range of 3
            @item_crit = 0;

            if (getequipname(EQI_HEAD_TOP) == "AssassinMask" || getequipname(EQI_HEAD_TOP) == "BullHelmet")
                @item_crit = 15;
            else if (getequipname(EQI_HEAD_TOP) == "Monocle" || getequipname(EQI_HEAD_TOP) == "Pipe")
                @item_crit = 10;

            if (getequipname(EQI_HAND_R) == "Beheader")
                @item_crit -= 25;

            bonus bCritical, (getskilllv(SKILL_RAGING))*((readparam2(UDT_DEX)/40)+(readparam2(UDT_LUK)/30)+(@item_crit/10)+(readparam2(UDT_STR)/10)-2);
            // must balance that more to get less crit on lower dex
            bonus bDef2, -(getskilllv(SKILL_RAGING)*((readparam2(UDT_STR)/20)-2));
        }
    }
    if (FOCUSING & FSKILL_SPEED) {
        bonus bSpeedAddRate, ((readparam2(UDT_AGI)*getskilllv(SKILL_SPEED))/60);
        bonus bAspd, (((readparam2(UDT_AGI)/10)*getskilllv(SKILL_SPEED))/11); // gives exactly tmwa values if setzer on tmwa and dagger on evolved with 110 damage but its a bit higher for fists and high agi
    }
    if (FOCUSING & FSKILL_RESIST_POISON) {
        .@l=5*getskilllv(SKILL_RESIST_POISON);
        bonus2(bResEff, Eff_Silence, .@l);
        bonus2(bResEff, Eff_Poison,  .@l);
        bonus2(bResEff, Eff_DPoison, .@l);
        bonus2(bResEff, Eff_Curse,   .@l);
        bonus2(bResEff, Eff_Blind,   .@l);
    }
    if (FOCUSING & FSKILL_BRAWLING) {
        if (getequipid(EQI_HAND_R) < 1)
        {
            if (! (getiteminfo(getequipid(EQI_HAND_L), ITEMINFO_TYPE) == IT_ARMOR))
                bonus bAtk, (readparam2(UDT_AGI)/10)*getskilllv(SKILL_BRAWLING); // on tmwa a shield removes attack bonus

            //bonus bMaxHP, 15*getskilllv(SKILL_BRAWLING);
            //bonus bFlee, (readparam2(UDT_AGI)/20)*getskilllv(SKILL_BRAWLING);
            bonus bSpeedAddRate, (((readparam2(UDT_AGI)/2)*getskilllv(SKILL_BRAWLING))/80);
            // bonus can be added here now instead of doing it on items itself
        }
        else if (getiteminfo(getequipid(EQI_HAND_R), ITEMINFO_SUBTYPE) == W_FIST)
        {
            if (! (getiteminfo(getequipid(EQI_HAND_L), ITEMINFO_TYPE) == IT_ARMOR))
                bonus bAtk, (readparam2(UDT_AGI)/10)*getskilllv(SKILL_BRAWLING); // on tmwa a shield removes attack bonus

            //bonus bMaxHP, 15*getskilllv(SKILL_BRAWLING);
            //bonus bFlee, (readparam2(UDT_AGI)/20)*getskilllv(SKILL_BRAWLING);
            bonus bSpeedAddRate, (((readparam2(UDT_AGI)/2)*getskilllv(SKILL_BRAWLING))/80);
            // bonus can be added here now instead of doing it on items itself
        }
    }
    if (FOCUSING & FSKILL_MALLARDS_EYE) {
        if (getiteminfo(getequipid(EQI_HAND_R), ITEMINFO_SUBTYPE) == W_BOW || getiteminfo(getequipid(EQI_HAND_R), ITEMINFO_SUBTYPE) == W_HUUMA)
        {
            bonus bAtkRange, getskilllv(SKILL_MALLARDS_EYE)/3;
            bonus bHit, (readparam2(UDT_DEX)/20)*getskilllv(SKILL_MALLARDS_EYE);
            bonus bAspd, (((readparam2(UDT_DEX)/10)*getskilllv(SKILL_MALLARDS_EYE))/11)/4;
            bonus bDoubleAddRate, (readparam2(UDT_DEX)*getskilllv(SKILL_MALLARDS_EYE))/50; // max reachable is 18 Double Damage atm
        }
    }

    /* Class A Equipment */
    if (getequipid(EQI_HAND_R) > 1) {
        if (isequipped(BullHelmet))
            bonus bAtkRange, 1-getiteminfo(getequipid(EQI_HAND_R), ITEMINFO_RANGE);
    }
    return;
}