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author | Jesusaves <cpntb1@ymail.com> | 2018-07-18 23:16:10 -0300 |
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committer | Jesusaves <cpntb1@ymail.com> | 2018-07-18 23:16:10 -0300 |
commit | a338dd0890edc9cda2bf6f5ff09cf750a9a3e102 (patch) | |
tree | d232831417d505ccf87da23e987236f584f0d821 | |
parent | 5e79480b624b7e70db290bd9cedb3897e48cee78 (diff) | |
download | serverdata-a338dd0890edc9cda2bf6f5ff09cf750a9a3e102.tar.gz serverdata-a338dd0890edc9cda2bf6f5ff09cf750a9a3e102.tar.bz2 serverdata-a338dd0890edc9cda2bf6f5ff09cf750a9a3e102.tar.xz serverdata-a338dd0890edc9cda2bf6f5ff09cf750a9a3e102.zip |
This will provide minimal function for Wizards. So now, only three class are missing:
Priests (evolution from Mages), Rangers and Snipers (independent subclass)
-rw-r--r-- | db/re/skill_db.conf | 20 | ||||
-rw-r--r-- | npc/003-0/_import.txt | 1 | ||||
-rw-r--r-- | npc/003-0/wizard.txt | 227 |
3 files changed, 238 insertions, 10 deletions
diff --git a/db/re/skill_db.conf b/db/re/skill_db.conf index 69807ef84..c22b27699 100644 --- a/db/re/skill_db.conf +++ b/db/re/skill_db.conf @@ -1018,16 +1018,16 @@ skill_db: ( } Requirements: { SPCost: { - Lv1: 12 - Lv2: 14 - Lv3: 16 - Lv4: 18 - Lv5: 20 - Lv6: 22 - Lv7: 24 - Lv8: 26 - Lv9: 28 - Lv10: 30 + Lv1: 100 + Lv2: 120 + Lv3: 140 + Lv4: 160 + Lv5: 180 + Lv6: 200 + Lv7: 220 + Lv8: 240 + Lv9: 260 + Lv10: 300 } } }, diff --git a/npc/003-0/_import.txt b/npc/003-0/_import.txt index a59b9c25d..29256964f 100644 --- a/npc/003-0/_import.txt +++ b/npc/003-0/_import.txt @@ -8,3 +8,4 @@ "npc/003-0/sage.txt", "npc/003-0/tanker.txt", "npc/003-0/warriors.txt", +"npc/003-0/wizard.txt", diff --git a/npc/003-0/wizard.txt b/npc/003-0/wizard.txt new file mode 100644 index 000000000..9e19b9981 --- /dev/null +++ b/npc/003-0/wizard.txt @@ -0,0 +1,227 @@ +// TMW2 scripts. +// Authors: +// Jesusalva +// Description: +// Leader of the WIZARD class +// TODO: Improve Fireball + +003-0,55,25,0 script Wizard Master NPC_PLAYER,{ + if (!(MAGIC_SUBCLASS & CL_WIZARD)) + goto L_SignUp; + goto L_Member; + +// Sign Up +L_SignUp: + // Not allowed if subclass filled or not from main class + if (total_subclass() >= max_subclass() || getskilllv(WIZARD_MAGE) < 2) + goto L_Close; + mesn; + mesq l("Hey there! Do you want to join the Wizard Class?"); + mesc l("Warning: If you join a subclass, you can't leave it later!"), 1; + next; + if (askyesno() != ASK_YES) + close; + // TODO: Requeriment for signing up to a subclass? Or is the tier + skill quest hard enough? + MAGIC_SUBCLASS=MAGIC_SUBCLASS|CL_WIZARD; + mesn; + mesq l("Welcome to the wizard guild!"); + close; + +// Close +L_Close: + goodbye; + closedialog; + close; + +L_Missing: + mesn; + mesq l("Hey hey! You don't have that stuff, CAN'T YOU READ?!"); + percentheal 0, -10; + next; + goto L_Member; + +// Membership area +// Wizard +// MG_COLDBOLT (ice) +// MG_LIGHTNINGBOLT (wind) +// WZ_EARTHSPIKE (earth) +// MG_NAPALMBEAT (ghost) +// MG_ENERGYCOAT (For 5 minutes, raise damage reduction, but that eats MP) +// TODO: We have many other cool skills for Wizard (more AoE skills, more damage, etc) +// I will worry with that later, as that also means providing extra skills for Sage & Priest +// Note: the number of hits of bolts is the same as the skill level :D + +L_Member: + mesn; + mesq l("Hey there! Do you want to learn new skills for a very small teaching fee?"); + select + rif(sk_intcost(MG_ENERGYCOAT) && !getskilllv(MG_ENERGYCOAT), l("Learn Energy Coating")), + rif(sk_intcost(MG_NAPALMBEAT) && sk_canlvup(MG_NAPALMBEAT), l("Improve Napalm Beat")), + rif(sk_intcost(MG_COLDBOLT) && sk_canlvup(MG_COLDBOLT), l("Improve Cold Bolt")), + rif(sk_intcost(MG_LIGHTNINGBOLT) && sk_canlvup(MG_LIGHTNINGBOLT), l("Improve Thunder Bolt")), + rif(sk_intcost(WZ_EARTHSPIKE) && sk_canlvup(WZ_EARTHSPIKE), l("Improve Earth Spike")), + rif(sk_intcost(MG_FIREBOLT) && sk_canlvup(MG_FIREBOLT), l("Improve Fire Bolt")), + l("Leave Subclass"), + l("Nothing at the moment."); + mes ""; + switch (@menu) { + case 1: + mesc l("[Energy Coating]"); + mesc l("Drains Mana to reduce damage taken. The only defensive skill from wizards."); + mes ""; + mesn; + mesq l("This useful skill will only require:"); + mesc l("@@/@@ @@", countitem(Tentacle), (getskilllv(MG_ENERGYCOAT)+1)*10, getitemlink(Tentacle)); + mesc l("@@/@@ @@", countitem(MushroomSpores), (getskilllv(MG_ENERGYCOAT)+1)*5, getitemlink(MushroomSpores)); + mesc l("@@/@@ @@", countitem(WolvernTooth), (getskilllv(MG_ENERGYCOAT)+1)*3, getitemlink(WolvernTooth)); + mesc l("@@/@@ @@", countitem(RedScorpionClaw), (getskilllv(MG_ENERGYCOAT)+1)*1, getitemlink(RedScorpionClaw)); + next; + if (askyesno() == ASK_YES) { + if ( + countitem(Tentacle) < (getskilllv(MG_ENERGYCOAT)+1)*10 || + countitem(MushroomSpores) < (getskilllv(MG_ENERGYCOAT)+1)*5 || + countitem(WolvernTooth) < (getskilllv(MG_ENERGYCOAT)+1)*3 || + countitem(RedScorpionClaw) < (getskilllv(MG_ENERGYCOAT)+1)*1) goto L_Missing; + + delitem Tentacle, (getskilllv(MG_ENERGYCOAT)+1)*10; + delitem MushroomSpores, (getskilllv(MG_ENERGYCOAT)+1)*5; + delitem WolvernTooth, (getskilllv(MG_ENERGYCOAT)+1)*3; + delitem RedScorpionClaw, (getskilllv(MG_ENERGYCOAT)+1)*1; + + sk_lvup(MG_ENERGYCOAT); + + next; + } + break; + case 2: + mesc l("[Napalm Beat]"); + mesc l("Astral attack with low damage value, but which can send ghosts to rest."); + mesc l("Useful in PvP when your enemy have equipped a @@", getitemlink(AstralCube)); + mes ""; + mesn; + mesq l("This useful skill will only require:"); + mesc l("@@/@@ @@", countitem(Acorn), (getskilllv(MG_NAPALMBEAT)+1)*60, getitemlink(Acorn)); + mesc l("@@/@@ @@", countitem(Bread), (getskilllv(MG_NAPALMBEAT)+1)*30, getitemlink(Bread)); + mesc l("@@/@@ @@", countitem(SmallMushroom), (getskilllv(MG_NAPALMBEAT)+1)*20, getitemlink(SmallMushroom)); + mesc l("@@/@@ @@", countitem(PinkBlobime), (getskilllv(MG_NAPALMBEAT)+1)*20, getitemlink(PinkBlobime)); + mesc l("@@/@@ @@", countitem(RedApple), (getskilllv(MG_NAPALMBEAT)+1)*15, getitemlink(RedApple)); + next; + if (askyesno() == ASK_YES) { + if ( + countitem(Acorn) < (getskilllv(MG_NAPALMBEAT)+1)*60 || + countitem(Bread) < (getskilllv(MG_NAPALMBEAT)+1)*30 || + countitem(SmallMushroom) < (getskilllv(MG_NAPALMBEAT)+1)*20 || + countitem(PinkBlobime) < (getskilllv(MG_NAPALMBEAT)+1)*20 || + countitem(RedApple) < (getskilllv(MG_NAPALMBEAT)+1)*15) goto L_Missing; + + delitem Acorn, (getskilllv(MG_NAPALMBEAT)+1)*60; + delitem Bread, (getskilllv(MG_NAPALMBEAT)+1)*30; + delitem SmallMushroom, (getskilllv(MG_NAPALMBEAT)+1)*20; + delitem PinkBlobime, (getskilllv(MG_NAPALMBEAT)+1)*20; + delitem RedApple, (getskilllv(MG_NAPALMBEAT)+1)*15; + + sk_lvup(MG_NAPALMBEAT); + + next; + } + break; + // Magic Bolts + case 3: + case 4: + case 5: + case 6: + setarray .@ASkill, MG_COLDBOLT, MG_LIGHTNINGBOLT, WZ_EARTHSPIKE, MG_FIREBOLT; + setarray .@AItem, Coral, BatWing, PileOfAsh, Curshroom; + setarray .@BItem, Sapphire, Emerald, Topaz, Ruby; + setarray .@ASkill$, "Ice", "Wind", "Earth", "Fire"; + + .@index=@menu-4; + + .@Skill$=.@ASkill$[.@index]; + .@Skill=.@ASkill[.@index]; + .@Item=.@AItem[.@index]; + .@ItemB=.@BItem[.@index]; + + deletearray(.@ASkill); + deletearray(.@AItem); + deletearray(.@BItem); + deletearray(.@ASkill$); + + mesc l("[@@ Bolt]", .@Skill$); + mesc l("Causes a @@ bolt on the enemy. Number of hits is the skill level.", .@Skill$); + mes ""; + mesn; + mesq l("This useful skill will only require:"); + mesc l("@@/@@ @@", countitem(.@Item), (getskilllv(.@Skill)+1)*30, getitemlink(.@Item)); + mesc l("@@/@@ @@", countitem(FluoPowder), (getskilllv(.@Skill)+1)*15, getitemlink(FluoPowder)); + mesc l("@@/@@ @@", countitem(HerbalTea), (getskilllv(.@Skill)+1)*3, getitemlink(HastePotion)); + mesc l("@@/@@ @@", countitem(WoodenLog), (getskilllv(.@Skill)+1)*2, getitemlink(DiamondPowder)); + mesc l("@@/@@ @@", countitem(.@ItemB), (getskilllv(.@Skill)+1)*1, getitemlink(.@ItemB)); + next; + if (askyesno() == ASK_YES) { + if ( + countitem(.@Item) < (getskilllv(.@Skill)+1)*30 || + countitem(FluoPowder) < (getskilllv(.@Skill)+1)*15 || + countitem(HerbalTea) < (getskilllv(.@Skill)+1)*3 || + countitem(WoodenLog) < (getskilllv(.@Skill)+1)*2 || + countitem(.@ItemB) < (getskilllv(.@Skill)+1)*1) goto L_Missing; + + delitem .@Item, (getskilllv(.@Skill)+1)*30; + delitem FluoPowder, (getskilllv(.@Skill)+1)*15; + delitem HerbalTea, (getskilllv(.@Skill)+1)*3; + delitem WoodenLog, (getskilllv(.@Skill)+1)*2; + delitem .@ItemB, (getskilllv(.@Skill)+1)*1; + + sk_lvup(.@Skill); + + next; + } + break; + case 7: + // All skills related may include the basic class skills if they're related. + mesc l("WARNING: If you leave the subclass, you'll lose all skills related to it!"), 1; + mesc l("This cannot be undone. Are you sure?"), 1; + mes ""; + if (askyesno() == ASK_YES) { + mes ""; + if (validatepin()) { + skill MG_ENERGYCOAT, 0, 0; + skill SA_DRAGONOLOGY, 0, 0; + skill MG_NAPALMBEAT, 0, 0; + skill MG_COLDBOLT, 0, 0; + skill MG_LIGHTNINGBOLT, 0, 0; + skill WZ_EARTHSPIKE, 0, 0; + skill MG_FIREBOLT, 0, 0; + MAGIC_SUBCLASS=MAGIC_SUBCLASS^CL_WIZARD; + mesc l("You abandoned the WIZARD class!"), 1; + close; + } else { + mesc l("Failed to validate pin. Aborting."); + next; + } + } else { + mes ""; + mesc l("Operation aborted. Phew!"); + next; + } + break; + default: + goto L_Close; + } + + goto L_Member; + +OnInit: + .@npcId = getnpcid(0, .name$); + setunitdata(.@npcId, UDT_HEADTOP, FancyHat); // TODO: wizard hat + setunitdata(.@npcId, UDT_HEADMIDDLE, SorcererRobe); + setunitdata(.@npcId, UDT_HEADBOTTOM, NPCEyes); + setunitdata(.@npcId, UDT_WEAPON, JeansShorts); + setunitdata(.@npcId, UDT_HAIRSTYLE, 2); + setunitdata(.@npcId, UDT_HAIRCOLOR, 5); + + .sex=G_MALE; + .distance=5; + end; +} + |