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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, $@magic_index + 1;
return;
}
// this function is call()-only
function|script|magic_checks
{
set .@r, 0;
if(getpvpflag(1)) set .@r, 1; // FIXME: make HIDDEN into a param
if((gettimetick(2) - MAGIC_CAST_TICK) < 0) set .@r, 2; // check if last debuff ended
if(Hp < 1) set .@r, 3; // can not cast when dead
return .@r;
}
function|script|elt_damage
{
// args are damage, dmgplus(mutation), bonus_elt, malus_elt, effect
set .@dmg, getarg(0) + rand(getarg(1));
if(elttype(@target_id) == getarg(3)) // malus
set .@dmg, .@dmg / 3;
if(elttype(@target_id) == getarg(2)) // bonus
set .@dmg, ((eltlvl(@target_id) + 4) * .@dmg) / 4;
set .@source, .caster;
if (!.@source) set .@source, getcharid(3);
injure .@source, @target_id, .@dmg;
misceffect getarg(4), @target_id;
return;
}
function|script|melee_damage
{
// args are spell power, target id, dmg
if ((getarg(0) - rand(100)) < (get(BaseLevel, getarg(1)) + get(MDEF1, getarg(1))))
injure BL_ID, getarg(1), 0;
else injure BL_ID, getarg(1), getarg(2);
return;
}
function|script|magic_create_item
{
set .@exp, (MAGIC_EXPERIENCE & (BYTE_0_MASK | BYTE_1_MASK)) >> BYTE_0_SHIFT;
set .@score, (.@exp + rand(min(@spellpower, ((.@exp / 3) + 1))));
set @create_params[2], 1; // success flag
if (.@score >= @create_params[1]) goto L_Perfect;
set @create_params[2], 0; // success flag
set .@score, .@score + rand(Luk) + rand(Luk);
if (.@score < (@create_params[1] / 3)) goto L_Backfire;
if (.@score < ((@create_params[1] * 2) / 3)) goto L_Iten;
message strcharinfo(0), "Magic : ##3##BYour spell takes on a mind of its own!";
if (rand(3) == 1) getitem @create_items$[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: I need a builtin to check if the target is in range of the caster
// 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;
}
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