// TMW2 Script
// Author:
// Jesusalva
// Description:
// Item Option System
// Notes:
// Awarded for crafters and their own base skill tree system
// Player knowledge structure
// CRAFTSYS[ SKILL_SCOPE ] = SKILL_LV
// Player craft skills selection:
// CRAFTSYS_CURRENT
// Generate() takes the scope and finds out the skills on the group
// It'll fill the following variables:
// @csys_attr → Available attributes
// @csys_penalty → Penalty attribute array
//
// use getarraysize(@csys_attr) to know how many are there.
// Players can active the bonus groups they want to use (in future, TODO)
// Max Level for base: 10
// Max Level for first tier: 5
// Max Level for second tier:
// Max Level for third tier:
// Max Level for ultimate tier: 1
// csys_Generate( cr_id{, preserve} )
function script csys_Generate {
.@gid=getarg(0);
if (!getarg(1, false)) {
deletearray(@csys_attr);
deletearray(@csys_penalty);
}
.@lvl=getd("CRAFTSYS["+.@gid+"]");
switch (.@gid) {
case CRGROUP_BASE:
if (@lvl >= 1)
array_push(@csys_attr, VAR_STRAMOUNT);
if (@lvl >= 2)
array_push(@csys_attr, VAR_AGIAMOUNT);
if (@lvl >= 3)
array_push(@csys_attr, VAR_VITAMOUNT);
if (@lvl >= 4)
array_push(@csys_attr, VAR_INTAMOUNT);
if (@lvl >= 5)
array_push(@csys_attr, VAR_DEXAMOUNT);
if (@lvl >= 6)
array_push(@csys_attr, VAR_LUKAMOUNT);
if (@lvl >= 8)
array_push(@csys_attr, VAR_MAXHPAMOUNT);
if (@lvl >= 10)
array_push(@csys_attr, VAR_MAXSPAMOUNT);
break;
// First tier
case CRGROUP_ATK:
if (@lvl >= 1) {
array_push(@csys_attr, VAR_ATTPOWER);
array_push(@csys_attr, VAR_ATTMPOWER);
}
if (@lvl >= 5) {
array_push(@csys_attr, VAR_MAGICATKPERCENT);
array_push(@csys_attr, VAR_ATKPERCENT);
}
array_push(@csys_penalty, VAR_ITEMDEFPOWER);
array_push(@csys_penalty, VAR_MDEFPOWER);
break;
case CRGROUP_DEF:
if (@lvl >= 1) {
array_push(@csys_attr, VAR_ITEMDEFPOWER);
array_push(@csys_attr, VAR_MDEFPOWER);
}
if (@lvl >= 5) {
array_push(@csys_attr, DAMAGE_CRI_USER);
array_push(@csys_attr, RANGE_ATTACK_DAMAGE_USER);
}
array_push(@csys_penalty, VAR_ATTPOWER);
array_push(@csys_penalty, VAR_ATTMPOWER);
break;
case CRGROUP_ACC:
if (@lvl >= 1) {
array_push(@csys_attr, VAR_HITSUCCESSVALUE);
}
if (@lvl >= 5) {
array_push(@csys_attr, VAR_CRITICALSUCCESSVALUE);
}
array_push(@csys_penalty, VAR_ATTPOWER);
array_push(@csys_penalty, VAR_ATTMPOWER);
break;
break;
case CRGROUP_EVD:
if (@lvl >= 1) {
array_push(@csys_attr, VAR_AVOIDSUCCESSVALUE);
}
if (@lvl >= 5) {
array_push(@csys_attr, VAR_PLUSAVOIDSUCCESSVALUE);
}
array_push(@csys_penalty, VAR_ATTPOWER);
array_push(@csys_penalty, VAR_ATTMPOWER);
break;
break;
// Second tier
case CRGROUP_REGEN:
if (@lvl >= 1) {
array_push(@csys_attr, VAR_HPACCELERATION);
}
if (@lvl >= 5) {
array_push(@csys_attr, VAR_SPACCELERATION);
}
array_push(@csys_penalty, VAR_ATTPOWER);
array_push(@csys_penalty, VAR_ATTMPOWER);
break;
}
return;
//return Exception("Invalid ID");
}
// Check if you'll have success in applying options or not
// Returns true if you was successful, and also cleans previous options
// If you only want cleaning, just disregard the output.
// csys_Check( invindex )
function script csys_Check {
.@id=getarg(0);
// Clear all five options
setitemoptionbyindex(.@id, 0, 0, 0);
setitemoptionbyindex(.@id, 1, 0, 0);
setitemoptionbyindex(.@id, 2, 0, 0);
setitemoptionbyindex(.@id, 3, 0, 0);
setitemoptionbyindex(.@id, 4, 0, 0);
// Base Success Rate is: 40% + 5% each craft skill level
.@base=4000+(getskilllv(TMW2_CRAFT)*500);
if (rand(10000) < .@base)
return true;
return false;
}
// Attribute item options
// Does NOT performs success chance check, and can be used by NPC
// csys_Apply( invindex{, lvl} )
function script csys_Apply {
.@id=getarg(0);
.@lv=getarg(1, getskilllv(TMW2_CRAFT));
csys_Generate(CRAFTSYS_CURRENT);
// It'll fill the following variables:
// @csys_attr → Available attributes
// @csys_penalty → Penalty attribute array
//
// use getarraysize(@csys_attr) to know how many are there.
// Players can active the bonus groups they want to use (in future, TODO)
// Shuffle the arrays
array_shuffle(@csys_attr);
array_shuffle(@csys_penalty);
// How many bonuses we'll have? Never more than 3 bonus and 2 onus.
.@max_attr=getarraysize(@csys_attr);
.@max_pena=getarraysize(@csys_penalty);
.@slot=0;
while (.@slot < min(3, .@max_attr)) {
// You have 100% for first bonus/onus, -20% each, depending on skill lv
.@base=2000-(.@lv*75);
if (rand(10000) < 10000-(.@base*.@slot))
break;
// Apply a bonus using array_pop (it was shuffled so we're fine)
// A pity 1 str and 1 hp is so different.
.@vartp=array_pop(@csys_attr);
.@bonus=rand(1, .@lv/2);
setitemoptionbyindex(.@id, .@slot, .@vartp, .@bonus);
.@slot+=1;
}
// We need a new temp var
.@slt=0;
while (.@slt < min(2, .@max_pena)) {
// You have 100% for first bonus/onus, -20% each, depending on skill lv
.@base=2000-(.@lv*75);
if (rand(10000) < 10000-(.@base*.@slot))
break;
// Apply a bonus using array_pop (it was shuffled so we're fine)
// A pity 1 str and 1 hp is so different.
.@vartp=array_pop(@csys_penalty);
.@bonus=rand(1, .@lv/2);
setitemoptionbyindex(.@id, .@slot, .@vartp, .@bonus);
.@slot+=1;
.@slt+=1;
}
// The options have been attributed
return;
}