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authorJesusaves <cpntb1@ymail.com>2020-07-30 14:45:42 -0300
committerJesusaves <cpntb1@ymail.com>2020-07-30 14:45:42 -0300
commit09573e6448112c359777940645c066ef12fbc18c (patch)
tree23d5b605364880ce75c6d2b90d53999daf91aaa2 /npc/config
parent34e468b8eb24f2be7ee281747eec5ead818747b3 (diff)
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Basic RP cost for all
Diffstat (limited to 'npc/config')
-rw-r--r--npc/config/magic.txt74
1 files changed, 37 insertions, 37 deletions
diff --git a/npc/config/magic.txt b/npc/config/magic.txt
index 4d113edab..80f5a61dd 100644
--- a/npc/config/magic.txt
+++ b/npc/config/magic.txt
@@ -308,35 +308,35 @@ OnInit:
//////////////////////// Scholarship
// Mana Wisdom
RegisterMagic(1, TMW2_SAGE, 5, SpellBookPage, 1,
- CLASS_SCHOLARSHIP, 0);
+ CLASS_SCHOLARSHIP, 100);
// Accumulate Power
RegisterMagic(1, HW_MAGICPOWER, 5, SpellBookPage, 1,
- CLASS_SCHOLARSHIP, 0);
+ CLASS_SCHOLARSHIP, 100);
// Windwalker
RegisterMagic(2, SN_WINDWALK, 3, SpellBookPage, 1,
- CLASS_SCHOLARSHIP, 0);
+ CLASS_SCHOLARSHIP, 100);
// Last Standing Man
RegisterMagic(2, CR_TRUST, 3, SpellBookPage, 1,
- CLASS_SCHOLARSHIP, 0);
+ CLASS_SCHOLARSHIP, 100);
/* Skillchain */
// First Aid
RegisterMagic(1, TMW2_FIRSTAID, 10, SpellBookPage, 1,
- CLASS_SCHOLARSHIP, 0, false, TMW2_HEALING);
+ CLASS_SCHOLARSHIP, 100, false, TMW2_HEALING);
// Healing
RegisterMagic(2, TMW2_HEALING, 10, SpellBookPage, 1,
- CLASS_SCHOLARSHIP, 0, TMW2_FIRSTAID, TMW2_MAGNUSHEAL);
+ CLASS_SCHOLARSHIP, 100, TMW2_FIRSTAID, TMW2_MAGNUSHEAL);
// Magnus Healing
RegisterMagic(3, TMW2_MAGNUSHEAL, 10, SpellBookPage, 1,
- CLASS_SCHOLARSHIP, 0, TMW2_HEALING, false);
+ CLASS_SCHOLARSHIP, 100, TMW2_HEALING, false);
/* Skillchain */
// Provoke
RegisterMagic(1, SM_PROVOKE, 1, SpellBookPage, 1,
- CLASS_SCHOLARSHIP, 0, false, EVOL_AREA_PROVOKE);
+ CLASS_SCHOLARSHIP, 100, false, EVOL_AREA_PROVOKE);
// Mass Provoke
RegisterMagic(2, EVOL_AREA_PROVOKE, 10, SpellBookPage, 1,
- CLASS_SCHOLARSHIP, 0, SM_PROVOKE, false);
+ CLASS_SCHOLARSHIP, 100, SM_PROVOKE, false);
@@ -347,26 +347,26 @@ OnInit:
//////////////////////// Physical Sciences
// Ground Strike
RegisterMagic(2, ASC_METEORASSAULT, 3, FluoPowder, 3,
- CLASS_PHYSICAL, 0);
+ CLASS_PHYSICAL, 100);
/* Skillchain */
// Falkon Punch
RegisterMagic(1, SM_BASH, 10, FluoPowder, 3,
- CLASS_PHYSICAL, 0, false, MC_MAMMONITE);
+ CLASS_PHYSICAL, 100, false, MC_MAMMONITE);
// Supreme Attack
RegisterMagic(1, MC_MAMMONITE, 10, FluoPowder, 3,
- CLASS_PHYSICAL, 0, SM_BASH, KN_AUTOCOUNTER);
+ CLASS_PHYSICAL, 100, SM_BASH, KN_AUTOCOUNTER);
// Counter Attack
RegisterMagic(2, KN_AUTOCOUNTER, 5, FluoPowder, 3,
- CLASS_PHYSICAL, 0, MC_MAMMONITE, false);
+ CLASS_PHYSICAL, 100, MC_MAMMONITE, false);
/* Skillchain */
// Arrow Shower
RegisterMagic(3, AC_SHOWER, 10, FluoPowder, 3,
- CLASS_PHYSICAL, 0, false, SN_SHARPSHOOTING);
+ CLASS_PHYSICAL, 100, false, SN_SHARPSHOOTING);
// Sharpshooter
RegisterMagic(3, SN_SHARPSHOOTING, 1, FluoPowder, 3,
- CLASS_PHYSICAL, 0, AC_SHOWER, false);
+ CLASS_PHYSICAL, 100, AC_SHOWER, false);
@@ -377,51 +377,51 @@ OnInit:
//////////////////////// Destructive Magic
// Fire Walk
RegisterMagic(2, SO_FIREWALK, 2, Quill, 1,
- CLASS_DESTRUCTION, 0);
+ CLASS_DESTRUCTION, 100);
/* Skillchain */
// Fire Arrow
RegisterMagic(1, TMW2_FIREARROW, 10, Quill, 1,
- CLASS_DESTRUCTION, 0, false, TMW2_FIREBALL);
+ CLASS_DESTRUCTION, 100, false, TMW2_FIREBALL);
// Fire Ball
RegisterMagic(2, TMW2_FIREBALL, 10, Quill, 2,
- CLASS_DESTRUCTION, 0, TMW2_FIREARROW, TMW2_ARMAGEDDON);
+ CLASS_DESTRUCTION, 100, TMW2_FIREARROW, TMW2_ARMAGEDDON);
// Armageddon
RegisterMagic(3, TMW2_ARMAGEDDON, 5, Quill, 3,
- CLASS_DESTRUCTION, 0, TMW2_FIREBALL, false);
+ CLASS_DESTRUCTION, 100, TMW2_FIREBALL, false);
/* Skillchain */
// Napalm Beat
RegisterMagic(1, TMW2_NAPALMBEAT, 10, Quill, 1,
- CLASS_DESTRUCTION, 0, false, TMW2_HOLYLIGHT);
+ CLASS_DESTRUCTION, 100, false, TMW2_HOLYLIGHT);
// Holy Light
RegisterMagic(2, TMW2_HOLYLIGHT, 10, Quill, 2,
- CLASS_DESTRUCTION, 0, TMW2_NAPALMBEAT, TMW2_JUDGMENT);
+ CLASS_DESTRUCTION, 100, TMW2_NAPALMBEAT, TMW2_JUDGMENT);
// Judgement
RegisterMagic(3, TMW2_JUDGMENT, 5, Quill, 3,
- CLASS_DESTRUCTION, 0, TMW2_HOLYLIGHT, false);
+ CLASS_DESTRUCTION, 100, TMW2_HOLYLIGHT, false);
/* Skillchain */
// Frost Diver
RegisterMagic(1, TMW2_FROSTDIVER, 10, Quill, 1,
- CLASS_DESTRUCTION, 0, false, TMW2_FROSTNOVA);
+ CLASS_DESTRUCTION, 100, false, TMW2_FROSTNOVA);
// Frost Nova
RegisterMagic(2, TMW2_FROSTNOVA, 10, Quill, 2,
- CLASS_DESTRUCTION, 0, TMW2_FROSTDIVER, TMW2_NILFHEIM);
+ CLASS_DESTRUCTION, 100, TMW2_FROSTDIVER, TMW2_NILFHEIM);
// Nilfheim
RegisterMagic(3, TMW2_NILFHEIM, 5, Quill, 3,
- CLASS_DESTRUCTION, 0, TMW2_FROSTNOVA, false);
+ CLASS_DESTRUCTION, 100, TMW2_FROSTNOVA, false);
/* Skillchain */
// Magic Strike
RegisterMagic(1, TMW2_MAGICSTRIKE, 10, Quill, 1,
- CLASS_DESTRUCTION, 0, false, TMW2_LIGHTNINGBOLT);
+ CLASS_DESTRUCTION, 100, false, TMW2_LIGHTNINGBOLT);
// Lightning Bolt
RegisterMagic(2, TMW2_LIGHTNINGBOLT, 10, Quill, 2,
- CLASS_DESTRUCTION, 0, TMW2_MAGICSTRIKE, TMW2_TEMPEST);
+ CLASS_DESTRUCTION, 100, TMW2_MAGICSTRIKE, TMW2_TEMPEST);
// Tempest
RegisterMagic(3, TMW2_TEMPEST, 5, Quill, 3,
- CLASS_DESTRUCTION, 0, TMW2_LIGHTNINGBOLT, false);
+ CLASS_DESTRUCTION, 100, TMW2_LIGHTNINGBOLT, false);
@@ -433,21 +433,21 @@ OnInit:
/* RegisterMagic(MSP, Skill, MaxLv, Item, Amount,
Class, Cost, {PreReq, PostReq}) */
RegisterMagic(1, TMW2_MANABOMB, 10, SulfurPowder, 1,
- CLASS_TRICKS, 0);
+ CLASS_TRICKS, 100);
RegisterMagic(1, TF_BACKSLIDING, 1, Lockpicks, 1,
- CLASS_TRICKS, 0);
+ CLASS_TRICKS, 100);
RegisterMagic(1, MG_FIREWALL, 10, Lockpicks, 1,
- CLASS_TRICKS, 0);
+ CLASS_TRICKS, 100);
RegisterMagic(1, AC_VULTURE, 1, Lockpicks, 1,
- CLASS_TRICKS, 0);
+ CLASS_TRICKS, 100);
RegisterMagic(1, SA_FREECAST, 1, Lockpicks, 1,
- CLASS_TRICKS, 0);
+ CLASS_TRICKS, 100);
RegisterMagic(1, ALL_FULL_THROTTLE, 1, Lockpicks, 1,
- CLASS_TRICKS, 0);
+ CLASS_TRICKS, 100);
RegisterMagic(2, GC_DARKILLUSION, 3, Lockpicks, 1,
- CLASS_TRICKS, 0);
+ CLASS_TRICKS, 100);
RegisterMagic(2, NV_TRICKDEAD, 1, Lockpicks, 1,
- CLASS_TRICKS, 0);
+ CLASS_TRICKS, 100);
@@ -466,7 +466,7 @@ OnInit:
//////////////////////// Other: Misc
// Charged Shot
RegisterMagic(0, AC_CHARGEARROW, 1, NPCEyes, 1,
- CLASS_OTHER, 0);
+ CLASS_OTHER, 100);
end;
}