diff options
Diffstat (limited to 'npc/craft')
-rw-r--r-- | npc/craft/options.txt | 91 |
1 files changed, 87 insertions, 4 deletions
diff --git a/npc/craft/options.txt b/npc/craft/options.txt index 515cd315c..e9d7f87ec 100644 --- a/npc/craft/options.txt +++ b/npc/craft/options.txt @@ -9,7 +9,10 @@ // Player knowledge structure // CRAFTSYS[ SKILL_SCOPE ] = SKILL_LV -// ReturnVarID() takes the scope and finds out the skills on the group +// 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 @@ -23,11 +26,12 @@ // Max Level for third tier: // Max Level for ultimate tier: 1 -// ReturnVarID( cr_id{, preserve} ) -function script ReturnVarID { +// 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+"]"); @@ -109,10 +113,89 @@ function script ReturnVarID { 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); - return Exception("Invalid ID"); + // 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; +} |