1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
|
// TMW2 script
// Author: Jesusalva <admin@tmw2.org>
//
// Magic Script Core Functions
//
// Used for our pseudo-magic.
// These are only helpers, you can add more restrictions and effects freely.
// Important Variables:
// MAGIC_EXP
// Current mana magic experience
// LAST_SKILL
// Last Mana Skill used
// MAGIC_LVL
// Maximum tier of usable magic, capped by Mana Stone
// AdjustSpellpower(power=100, {target=@skillTarget{, type=HARM_MAGI}})
function script AdjustSpellpower {
.@power=getarg(0, 100);
.@target=getarg(1, @skillTarget);
.@type=getarg(2, HARM_MAGI);
.@src=getcharid(3);
// Prevents a possible glitch
if (.@target < 1 || .@target == getcharid(3))
.@target=0;
.@dmg=calcdmg(.@src, .@target, .@type);
// Calculation FIX
if (.@type == HARM_MAGI) {
.@dmg*=2;
.@power+=(readparam2(bInt)/2);
}
// Abizit Influence (80%~130% at best, worst shot at perfect ctrl is 105%)
.@dmg = .@dmg * (80 + abizit() * rand2(5,10)) / 100;
.@dmg = .@dmg * .@power / 100;
return .@dmg;
}
// An alias for simplification
// AdjustAttackpower(power=100, {target=@skillTarget{, type=HARM_PHYS}})
function script AdjustAttackpower {
.@power=getarg(0, 100);
.@target=getarg(1, @skillTarget);
.@type=getarg(2, HARM_PHYS);
return AdjustSpellpower(.@power, .@target, .@type);
}
// SkillID, EXP Points
function script GetManaExp {
.@sk=getarg(0);
.@pt=getarg(1);
.@bonus=rand2(0,getskilllv(TMW2_SAGE)*3/2);
if (LAST_SKILL == .@sk) {
.@pt=limit(0, (.@pt+.@bonus)/3, 1);
.@bonus=0;
} else {
// Update skill memory
LAST_SKILL[4]=LAST_SKILL[3];
LAST_SKILL[3]=LAST_SKILL[2];
LAST_SKILL[2]=LAST_SKILL[1];
LAST_SKILL[1]=LAST_SKILL[0];
LAST_SKILL[0]=.@sk;
MAGIC_RP+=1;
// Magic RP is gained by switching skills often
}
// Update Magic EXP
MAGIC_EXP=MAGIC_EXP+.@pt+.@bonus;
callfunc "FYE_Olympics_MX", (.@pt + .@bonus);
return;
}
// DEPRECATED: Please do not use in newer scripts.
// It is for Transmigration skill only (@sk-trans needs it)
// SkillID, Mana{, MP per level}
function script MagicCheck {
// PRE EXECUTION
// Load Variables
.@sk=getarg(0);
.@mp=getarg(1);
.@amp=getarg(2,0);
// Check Skill
if (getskilllv(.@sk) < 1)
return 0;
// Load mana cost
.@mp=.@mp+getskilllv(.@sk)*.@amp-.@amp;
// Check mana
if (readparam(Sp) < .@mp) {
dispbottom l("Insufficient mana: @@/@@.", readparam(Sp), .@mp);
return 0;
}
// Apply mana cost
heal 0, 0-.@mp;
return 1;
}
// SkillID, MobID{, SkillLevelPerMob=2{, Level Override}}
function script SummonMagic {
.@sk=getarg(0);
.@id=getarg(1);
.@adj=getarg(2,2);
.@lv=getarg(3,getskilllv(.@sk));
if (.@adj < 1) {
consolewarn "\033[31mInvalid MobPerSkillLevel for SummonMagic (.@adj): "+.@adj+"\033[0m";
dispbottom l("Invalid parameter specified, blame saulc.");
end;
}
// Cause effect
// Summoned monsters live from 45 to 60 seconds, and each skill levels grants 10s extra life
// The 35~50 is not a defect, remember skill starts at level 1...
// PS. Abizit makes a variation from 80% to 130% of official values
for (.@i = 0; .@i < (.@lv+(.@adj-1))/.@adj; .@i++) {
.@lifetime=rand(35,50)+.@lv*10;
// Abizit makes lifetime vary (like AdjustSpellpower)
.@lifetime = .@lifetime * (80 + abizit() * rand2(5,10)) / 100;
if (isequippedcnt(AegisShield))
.@lifetime = .@lifetime * 5 / 2;
.@mids=summon("Summoned Monster", .@id, .@lifetime);
.@bhp=getunitdata(.@mids, UDT_MAXHP);
// Each skill level raises HP in 5%
.@lvx=.@bhp + max(0, (.@lv-1)*.@bhp/20);
// Abizit makes bonus HP vary (like AdjustSpellpower)
.@lvx = .@lvx * (80 + abizit() * rand2(5,10)) / 100;
setunitdata(.@mids, UDT_MAXHP, .@lvx);
setunitdata(.@mids, UDT_HP, .@lvx);
// Reconfigure monster modes
.@opt=getunitdata(.@mids, UDT_MODE);
// Disable looting
if (.@opt & MD_LOOTER)
.@opt=.@opt^MD_LOOTER;
// All summons can suffer knockback
if (.@opt & MD_NOKNOCKBACK)
.@opt=.@opt^MD_NOKNOCKBACK;
// Strip summons from BOSS mode and immunity
if (.@opt & MD_BOSS)
.@opt=.@opt^MD_BOSS;
// Save new options
setunitdata(.@mids, UDT_MODE, .@opt);
}
dispbottom l("All monsters summoned!");
return;
}
// areaharm(caster, range, DMG, {type, element, filter, bl})
// Defaults to HARM_MISC, Ele_Neutral, filter filter_hostile and all BLs
// Valid BL: BL_MOB | BL_PC | BL_HOM | BL_MER
// Do not use: NPC, PET, ELEM
// Range centers on caster (player), implement and use areaharm2 elsewhere
function script areaharm {
.@t=getarg(0);
.@r=getarg(1);
.@d=getarg(2);
.@h=getarg(3, HARM_MISC);
.@e=getarg(4, Ele_Neutral);
.@f$=getarg(5, "filter_hostile");
.@b=getarg(6, BL_PC | BL_MOB | BL_MER | BL_HOM);
getmapxy(.@m$, .@x, .@y, getunittype(.@t), .@t);
.@c=getunits(.@b, .@mbs, false, .@m$, .@x-.@r, .@y-.@r, .@x+.@r, .@y+.@r);
for (.@i = 0; .@i < .@c; .@i++) {
// Filtering
if (!callfunc(.@f$, .@mbs[.@i]))
continue;
harm(.@mbs[.@i], .@d, .@h, .@e, .@t);
specialeffect(FX_ATTACK, AREA, .@mbs[.@i]);
// TODO: Handle MobPt to don't overload timer system?
}
return;
}
// rectharm(caster, x, y, DMG, {type, element, filter, bl})
// Same as areaharm() but causes a rectangle in (x,y) size, instead of a square
function script rectharm {
.@t=getarg(0);
.@rx=getarg(1);
.@ry=getarg(2);
.@d=getarg(3);
.@h=getarg(4, HARM_MISC);
.@e=getarg(5, Ele_Neutral);
.@f$=getarg(6, "filter_hostile");
.@b=getarg(7, BL_PC | BL_MOB | BL_MER | BL_HOM);
getmapxy(.@m$, .@x, .@y, getunittype(.@t), .@t);
.@c=getunits(.@b, .@mbs, false, .@m$, .@x-.@rx, .@y-.@ry, .@x+.@rx, .@y+.@ry);
for (.@i = 0; .@i < .@c; .@i++) {
// Filtering
if (!callfunc(.@f$, .@mbs[.@i]))
continue;
harm(.@mbs[.@i], .@d, .@h, .@e, .@t);
specialeffect(FX_ATTACK, AREA, .@mbs[.@i]);
// TODO: Handle MobPt to don't overload timer system?
}
return;
}
// mescordialog(text, color, {dialog=1})
function script mescordialog {
if (getarg(2, true))
mesc getarg(0), getarg(1);
else
dispbottom col(getarg(0), getarg(1));
return;
}
// ShowAbizit({dialog=1})
function script ShowAbizit {
.@dial=getarg(0, true);
if (.@dial)
mesn l("Current Magic Control");
.@val=MAGIC_EXP+rand(-MAGIC_LVL*5, MAGIC_LVL*5);
.@base=((MAGIC_LVL*2)**3);
if (.@val > .@base*5)
mescordialog l("You are perfectly in control of your magic."), 3, .@dial;
else if (.@val > .@base*4)
mescordialog l("You are mostly in control of your magic."), 2, .@dial;
else if (.@val > .@base*3)
mescordialog l("You are somewhat in control of your magic."), 4, .@dial;
else if (.@val > .@base*2)
mescordialog l("Your magic is more powerful than you, but you can control."), 7, .@dial;
else if (.@val > .@base)
mescordialog l("You still are overwhelmed by your magic."), 6, .@dial;
else
mescordialog l("You are completly overwhelmed by your magic."), 1, .@dial;
return;
}
// alignment_cansummon()
function script alignment_cansummon {
if (alignment() < 0 && !isequippedcnt(AegisShield)) {
if (!@hatesummon) {
dispbottom l("Nature itself express hate against you!");
getmapxy(.@m$, .@x, .@y, 0);
// FIXME: .@mob is or may be undefined
.@opo=monster(.@m$, .@x, .@y, "Failed summon", .@mob, 1);
unitattack(.@opo, getcharid(3));
@hatesummon=true;
}
return false;
}
return true;
}
// SK_summon(ID, amount, mexp)
function script SK_summon {
.@mob=getarg(0);
.@amt=getarg(1);
.@mex=getarg(2);
if ($@GM_OVERRIDE || debug) debugmes "Skill "+@skillId+" Lv "+@skillLv;
// Blocked from summoning magic
if (!alignment_cansummon())
return;
if (rand2(5) < abizit()) {
// Summon Magic (with magic level bonus)
SummonMagic(@skillId, .@mob, .@amt, MAGIC_LVL+@skillLv-1, @skillLv);
} else if (rand2(5) < abizit()) {
// Re-roll
dispbottom l("You cannot complete the casting correctly!");
SummonMagic(@skillId, .@mob, 1, 1, 1);
} else if (abizit() <= 1 && any(true, false, false)) {
// Spell overwhelms you, causing it to be spawned as aggro vs you. (33%)
dispbottom l("The spell takes a mind of its own backfires!");
getmapxy(.@m$, .@x, .@y, 0);
.@opo=monster(.@m$, .@x, .@y, "Failed summon", .@mob, 1);
unitattack(.@opo, getcharid(3));
} else {
dispbottom l("The spell fails!");
}
// Get a single mana experience point (this is NOT used by Mana Stone)
GetManaExp(@skillId, .@mex);
return;
}
/////////////////////////////////////////
// RegisterMagic(MSP, Skill, MaxLv, Item, Amount, Class, Cost, {PreReq, PostReq})
function script RegisterMagic {
.@msp=getarg(0);
.@ski=getarg(1);
.@max=getarg(2);
.@ite=getarg(3);
.@amo=getarg(4);
.@cla=getarg(5);
.@cos=getarg(6);
.@pre=getarg(7, false);
.@pos=getarg(8, false);
$@MSK_MSPCOST[.@ski]=.@msp;
$@MSK_MAXLV[.@ski]=.@max;
$@MSK_ITEM[.@ski]=.@ite;
$@MSK_AMOUNT[.@ski]=.@amo;
$@MSK_COST[.@ski]=.@cos;
$@MSK_CLASS[.@ski]=.@cla;
$@MSK_PREREQ[.@ski]=.@pre;
$@MSK_POSTREQ[.@ski]=.@pos;
//array_push($@MSK_CLASS[.@cla], .@ski); // 3D Arrays are not supported
array_push($@MSK_MAGIC, .@ski);
return;
}
- script Magic Load NPC_HIDDEN,{
OnInit:
// Cleanup in case of reload
deletearray($@MSK_MSPCOST);
deletearray($@MSK_MAXLV);
deletearray($@MSK_ITEM);
deletearray($@MSK_AMOUNT);
deletearray($@MSK_COST);
deletearray($@MSK_CLASS);
deletearray($@MSK_PREREQ);
deletearray($@MSK_POSTREQ);
/* RegisterMagic(MSP, Skill, MaxLv, Item, Amount,
Class, Cost, {PreReq, PostReq}) */
// Research Points (RP) range: 100~1000 [10k ~ 1M points]
//////////////////////// Scholarship
// Mana Wisdom
RegisterMagic(1, TMW2_SAGE, 5, SpellBookPage, 1,
CLASS_SCHOLARSHIP, 25);
// Accumulate Power
RegisterMagic(1, HW_MAGICPOWER, 5, SpellBookPage, 1,
CLASS_SCHOLARSHIP, 25);
// Chanting
RegisterMagic(1, TMW2_CHANT, 5, SpellBookPage, 1,
CLASS_SCHOLARSHIP, 25);
// Transfer Mana
RegisterMagic(1, TMW2_MPTRANSFER, 10, SpellBookPage, 1,
CLASS_SCHOLARSHIP, 5);
// Windwalker
RegisterMagic(2, SN_WINDWALK, 3, SpellBookPage, 1,
CLASS_SCHOLARSHIP, 25);
// Last Standing Man
RegisterMagic(2, CR_TRUST, 3, SpellBookPage, 1,
CLASS_SCHOLARSHIP, 30);
// Resurrection
RegisterMagic(3, TMW2_RESURRECT, 10, SpellBookPage, 1,
CLASS_SCHOLARSHIP, 125);
/* Skillchain */
// First Aid
RegisterMagic(1, TMW2_FIRSTAID, 10, SpellBookPage, 1,
CLASS_SCHOLARSHIP, 50, false, TMW2_HEALING);
// Healing
RegisterMagic(2, TMW2_HEALING, 10, SpellBookPage, 1,
CLASS_SCHOLARSHIP, 75, TMW2_FIRSTAID, TMW2_MAGNUSHEAL);
// Magnus Healing
RegisterMagic(3, TMW2_MAGNUSHEAL, 10, SpellBookPage, 1,
CLASS_SCHOLARSHIP, 125, TMW2_HEALING, false);
/* Skillchain */
// Provoke
RegisterMagic(1, SM_PROVOKE, 1, SpellBookPage, 1,
CLASS_SCHOLARSHIP, 25, false, EVOL_AREA_PROVOKE);
// Mass Provoke
RegisterMagic(2, EVOL_AREA_PROVOKE, 10, SpellBookPage, 1,
CLASS_SCHOLARSHIP, 30, SM_PROVOKE, false);
//////////////////////// Physical Sciences
// Ground Strike
RegisterMagic(2, TMW2_GROUNDSTRIKE, 3, FluoPowder, 3,
CLASS_PHYSICAL, 30);
/* Skillchain */
// Falkon Punch
RegisterMagic(1, TMW2_FALKONSTRIKE, 10, FluoPowder, 3,
CLASS_PHYSICAL, 25, false, TMW2_SUPREMEATTACK);
// Supreme Attack
RegisterMagic(1, TMW2_SUPREMEATTACK, 10, FluoPowder, 3,
CLASS_PHYSICAL, 25, TMW2_FALKONSTRIKE, KN_AUTOCOUNTER);
// Counter Attack
RegisterMagic(2, KN_AUTOCOUNTER, 5, FluoPowder, 3,
CLASS_PHYSICAL, 75, TMW2_SUPREMEATTACK, false);
/* Skillchain */
// Arrow Shower
RegisterMagic(3, TMW2_ARROWSHOWER, 10, FluoPowder, 3,
CLASS_PHYSICAL, 60, false, SN_SHARPSHOOTING);
// Sharpshooter
RegisterMagic(3, SN_SHARPSHOOTING, 1, FluoPowder, 3,
CLASS_PHYSICAL, 50, TMW2_ARROWSHOWER, false);
//////////////////////// Destructive Magic
// Fire Walk
RegisterMagic(2, SO_FIREWALK, 2, Quill, 1,
CLASS_DESTRUCTION, 75);
/* Skillchain */
// Fire Arrow
RegisterMagic(1, TMW2_FIREARROW, 10, Quill, 1,
CLASS_DESTRUCTION, 25, false, TMW2_FIREBALL);
// Fire Ball
RegisterMagic(2, TMW2_FIREBALL, 10, Quill, 2,
CLASS_DESTRUCTION, 50, TMW2_FIREARROW, TMW2_ARMAGEDDON);
// Armageddon
RegisterMagic(3, TMW2_ARMAGEDDON, 5, Quill, 3,
CLASS_DESTRUCTION, 75, TMW2_FIREBALL, false);
/* Skillchain */
// Napalm Beat
RegisterMagic(1, TMW2_NAPALMBEAT, 10, Quill, 1,
CLASS_DESTRUCTION, 25, false, TMW2_HOLYLIGHT);
// Holy Light
RegisterMagic(2, TMW2_HOLYLIGHT, 10, Quill, 2,
CLASS_DESTRUCTION, 50, TMW2_NAPALMBEAT, TMW2_JUDGMENT);
// Judgement
RegisterMagic(3, TMW2_JUDGMENT, 5, Quill, 3,
CLASS_DESTRUCTION, 75, TMW2_HOLYLIGHT, false);
/* Skillchain */
// Frost Diver
RegisterMagic(1, TMW2_FROSTDIVER, 10, Quill, 1,
CLASS_DESTRUCTION, 25, false, TMW2_FROSTNOVA);
// Frost Nova
RegisterMagic(2, TMW2_FROSTNOVA, 10, Quill, 2,
CLASS_DESTRUCTION, 50, TMW2_FROSTDIVER, TMW2_NILFHEIM);
// Nilfheim
RegisterMagic(3, TMW2_NILFHEIM, 5, Quill, 3,
CLASS_DESTRUCTION, 75, TMW2_FROSTNOVA, false);
/* Skillchain */
// Magic Strike
RegisterMagic(1, TMW2_MAGICSTRIKE, 10, Quill, 1,
CLASS_DESTRUCTION, 20, false, TMW2_LIGHTNINGBOLT);
// Lightning Bolt
RegisterMagic(2, TMW2_LIGHTNINGBOLT, 10, Quill, 2,
CLASS_DESTRUCTION, 45, TMW2_MAGICSTRIKE, TMW2_TEMPEST);
// Tempest
RegisterMagic(3, TMW2_TEMPEST, 5, Quill, 3,
CLASS_DESTRUCTION, 65, TMW2_LIGHTNINGBOLT, false);
/* Skillchain */
// Meteor Strike
RegisterMagic(1, TMW2_METEORSTRIKE, 10, Quill, 1,
CLASS_DESTRUCTION, 25, false, TMW2_METEORSHOWER);
// Meteor Shower
RegisterMagic(2, TMW2_METEORSHOWER, 10, Quill, 2,
CLASS_DESTRUCTION, 50, TMW2_METEORSTRIKE, TMW2_GAIABREAK);
// Gaia Break
RegisterMagic(3, TMW2_GAIABREAK, 5, Quill, 3,
CLASS_DESTRUCTION, 75, TMW2_METEORSHOWER, false);
//////////////////////// Trickmaster
/* RegisterMagic(MSP, Skill, MaxLv, Item, Amount,
Class, Cost, {PreReq, PostReq}) */
RegisterMagic(1, TMW2_MANABOMB, 10, SulfurPowder, 1,
CLASS_TRICKS, 20);
RegisterMagic(1, TF_BACKSLIDING, 1, Lockpicks, 1,
CLASS_TRICKS, 24);
RegisterMagic(1, MG_FIREWALL, 10, Lockpicks, 1,
CLASS_TRICKS, 25);
RegisterMagic(1, AC_VULTURE, 2, Lockpicks, 1,
CLASS_TRICKS, 250);
RegisterMagic(1, SA_FREECAST, 1, Lockpicks, 1,
CLASS_TRICKS, 25);
RegisterMagic(1, ALL_FULL_THROTTLE, 1, Lockpicks, 1,
CLASS_TRICKS, 25);
RegisterMagic(2, GC_DARKILLUSION, 3, Lockpicks, 1,
CLASS_TRICKS, 25);
RegisterMagic(2, NV_TRICKDEAD, 1, Lockpicks, 1,
CLASS_TRICKS, 25);
//////////////////////// Other: Summonning
//////////////////////// Other: Misc
// Charged Shot
RegisterMagic(0, TMW2_CHARGEDARROW, 10, Manapple, 1,
CLASS_OTHER, 25);
// Study
RegisterMagic(0, TMW2_STUDY, 1, Manapple, 1,
CLASS_OTHER, 400);
end;
}
|