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|
// The Mana World Script
//
// Author: Jesusalva <jesusalva@tmw2.org>
//
// Magic Script Core Functions
//
// Imported from Moubootaur Legends
//
// Important Variables:
// MAGIC_EXP
// Current mana magic experience
// LAST_SKILL
// Last Skill used (array)
// MAGIC_LVL
// Maximum tier of usable magic, capped by something
// MAGIC_PTS
// Amount of used Magic Skill Points (bad logic)
// MAGIC_CLU
// Array of (skill ID, Level) for sk_canlevelup
// This function will add MAGIC_EXP
// And manage last skills used memory
// GetManaExp(SkillID, EXP Points)
function script GetManaExp {
.@sk=getarg(0);
.@pt=getarg(1);
if (LAST_SKILL == .@sk) {
.@pt=cap_value(.@pt/3, 0, 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;
}
// Update Magic EXP
MAGIC_EXP=MAGIC_EXP+.@pt;
return;
}
// sk_maxpoints() → Max Magic Skill Points you may use
// Returns how many points you can use
// Could be tweaked to read a variable instead
function script sk_maxpoints {
// 2 points per magic level
.@val=(MAGIC_LVL)*2;
// 1 point every twice magic level
.@val+=(MAGIC_LVL/2);
// Excluding first 15, 1 point every 12 job levels (Up to JL 75)
.@val+=min(5, ((JobLevel-15)/12));
// 1 point per being a player
.@val+=1;
// 2 points per Rebirth
.@val+=(REBIRTH*2);
return .@val;
}
// Returns how many points you can allocate
// Could be tweaked to NOT use MAGIC_PTS this way
function script sk_points {
return sk_maxpoints()-MAGIC_PTS;
}
// Returns true if a skill can be leveled up.
// It checks the MSP
// sk_canlvup( {cost=1} )
function script sk_canlvup {
return ((MAGIC_PTS+getarg(0,1)) <= sk_maxpoints());
}
// Level up a skill in 1 level (internal function)
// TODO: Return the point if leveling about Max Level
// sk_lvup( sk{, cost=0} )
function script sk_lvup {
.@lvl=MAGIC_CLU[getarg(0)];
getexp 0, 50*(.@lvl+1);
skill(getarg(0), .@lvl+1, 0);
if (getarg(1,0)) {
MAGIC_PTS+=getarg(1, 0);
}
MAGIC_CLU[getarg(0)]=.@lvl+1;
return;
}
// Internal Magic School Learning Interface
// mlearn( skill, MAX_LV, MSP cost, item, amount{, GP cost} )
// returns false if cheater; DO NOT USE IN SCRIPTS
function script mlearn {
.@sk=getarg(0);
.@ff=getarg(1);
.@msp=getarg(2);
.@it=getarg(3);
.@am=getarg(4);
.@gp=getarg(5, 0);
// Max level reached
if (getskilllv(.@sk) >= .@ff) {
return true;
}
// Not enough items
if (countitem(.@it) < .@am)
return false;
// Not enough MSP
if (!sk_canlvup(.@msp))
return false;
// Not enough GP
if (Zeny < .@gp) {
return false;
}
// Payment
delitem .@it, .@am;
Zeny-=.@gp;
// Level up
sk_lvup(.@sk, .@msp);
return true;
}
// NEW Magic School Learning Interface
// learn_magic(Skill)
function script learn_magic {
.@ski=getarg(0);
.@learn$=l("Learning");
// Check if skill is valid
.@mlv=$@MSK_MAXLV[.@ski];
if (.@mlv < 1) {
return false;//Exception("ERROR: The skill "+.@ski+" is not valid!");
}
// Load a few temporary variables
.@pre=$@MSK_PREREQ[.@ski];
.@it=$@MSK_ITEM[.@ski];
.@am=$@MSK_AMOUNT[.@ski];
.@msp=$@MSK_MSPCOST[.@ski];
.@gp=$@MSK_COST[.@ski];
// Pre-requisite check
if (.@pre) {
if (getskilllv(.@pre) < 1) {
mesc l("Pre-requisites not met!"), 1;
mesc l("The following skill is needed: %s%s (Lv. %d)",
"##9", getskillname(.@pre), 1), 1;
return false;
}
}
// Max level reached
if (getskilllv(.@ski) >= .@mlv) {
mesc l("You've reached the maximum level for this skill."), 1;
return true;
}
// Skill level check
if (getskilllv(.@sk)) {
.@msp=1;
.@learn$=l("Upgrading");
}
mesc l("%s %s will require:", .@learn$, getskillname(.@ski));
mes l("* %d/%d MSP (Magic Skill Points)", .@msp, sk_points());
mes l("* %d/%d E (Esperins)", .@gp, Zeny);
mes l("* %d/%d %s", .@am, countitem(.@it), getitemlink(.@it));
mes "";
mesc l("Really learn this skill?");
if (askyesno() == ASK_NO)
return false;
return mlearn(.@ski, .@mlv, .@msp, .@it, .@am, .@gp);
}
// transcheck( {item 1, amount 1}, {item 2, amount 2}... )
// returns true upon success
function script transcheck {
if (getargcount() < 2 || getargcount() % 2 != 0)
return false;//Exception("Faulty learning skill command invoked - error");
// Count items
for (.@i=0;.@i < getargcount(); .@i++) {
if (countitem(getarg(.@i)) < getarg(.@i+1))
return false;
.@i++;
}
// Delete Items
for (.@i=0;.@i < getargcount(); .@i++) {
delitem getarg(.@i), getarg(.@i+1);
.@i++;
}
return true;
}
// Returns a value defining your current magic control (affects success ratio, higher is better)
// A value of '5' means perfect control, and a value of '0' means overwhelm.
// abizit()
function script abizit {
.@lv=MAGIC_LVL+1;
if (.@lv < 1) return 0;
.@base=((.@lv*2)**3);
return min(MAGIC_EXP/.@base, 5);
}
// Reimplementation of abizit()
// Internal helper
// 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;
}
// Reimplementation of abizit()
// It will show abizit in dialog box or in a floating message
// ShowAbizit({dialog=1})
function script ShowAbizit {
.@dial=getarg(0, true);
if (.@dial)
mesn l("Current Magic Control");
.@lv=MAGIC_LVL+1;
.@val=MAGIC_EXP+rand(-.@lv*5, .@lv*5);
.@base=((.@lv*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;
}
/////////////////////////////////////////
// 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_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:
/* RegisterMagic(MSP, Skill, MaxLv, Item, Amount,
Class, Cost, {PreReq, PostReq}) */
// (B) - Brawling
// (A) - Active
// (R) - Ranged (bows only)
// (M) - Magic
// (S) - Support
// (T) - Terrain
// (G) - GP on usage
// (P) - Passive
// (X) - Area Of Effect
//////////////////////// Other: Misc
// Monster Identify
RegisterMagic(0, EVOL_MONSTER_IDENTIFY, 1, Beer, 1,
CLASS_OTHER, 5000);
// Bash (B)
RegisterMagic(0, SM_BASH, 1, MagicFeather, 1,
CLASS_OTHER, 0);
// Free Cast (P)
RegisterMagic(0, SA_FREECAST, 1, MagicFeather, 1,
CLASS_OTHER, 0);
// Full Throttle (A)
RegisterMagic(0, ALL_FULL_THROTTLE, 1, MagicFeather, 1,
CLASS_OTHER, 0);
//////////////////////// Master Skill Book: Skills
// These skills are handled by the Master Skill Book
// So the definition here is duplicate.
// Dragon Slayer (P)
RegisterMagic(0, SA_DRAGONOLOGY, 1, MagicFeather, 1,
CLASS_MASTER, 0);
// HP/DEF Boosting (P)
RegisterMagic(0, CR_TRUST, 1, MagicFeather, 1,
CLASS_MASTER, 0);
// HP Recovery (P)
RegisterMagic(0, SM_RECOVERY, 1, MagicFeather, 1,
CLASS_MASTER, 0);
// MP Recovery (P)
RegisterMagic(0, MG_SRECOVERY, 1, MagicFeather, 1,
CLASS_MASTER, 0);
// Mammonite (G)
RegisterMagic(0, MC_MAMMONITE, 1, MagicFeather, 1,
CLASS_MASTER, 0);
// Anti-Poison (A)
RegisterMagic(0, TF_DETOXIFY, 1, MagicFeather, 1,
CLASS_MASTER, 0);
// Trick Dead (A)
RegisterMagic(0, NV_TRICKDEAD, 1, MagicFeather, 1,
CLASS_MASTER, 0);
// Sudden Attack (A)
RegisterMagic(0, GC_DARKILLUSION, 1, MagicFeather, 1,
CLASS_MASTER, 0);
//////////////////////// Master Skill Book: Spells
// MATK Charge (A)
RegisterMagic(0, HW_MAGICPOWER, 1, MagicFeather, 1,
CLASS_MASTER, 0);
// Poison (?)
RegisterMagic(0, TF_POISON, 1, MagicFeather, 1,
CLASS_MASTER, 0);
// Backslide (A)
RegisterMagic(0, TF_BACKSLIDING, 1, MagicFeather, 1,
CLASS_MASTER, 0);
// Discount (P)
RegisterMagic(0, MC_DISCOUNT, 1, MagicFeather, 1,
CLASS_MASTER, 0);
//////////////////////// War Magic: Skills
// Charged Shot (R)
RegisterMagic(1, AC_CHARGEARROW, 1, MagicFeather, 1,
CLASS_WAR, 0);
// Arrow Shower (RX)
RegisterMagic(1, AC_SHOWER, 1, MagicFeather, 1,
CLASS_WAR, 0);
// Ground Strike (AX)
RegisterMagic(1, ASC_METEORASSAULT, 1, MagicFeather, 1,
CLASS_WAR, 0);
// Sharp Shooter (R)
RegisterMagic(1, SN_SHARPSHOOTING, 1, MagicFeather, 1,
CLASS_WAR, 0);
// Critical Counter Attack (A)
RegisterMagic(1, KN_AUTOCOUNTER, 1, MagicFeather, 1,
CLASS_WAR, 0);
// Mallard's Eye (PR)
RegisterMagic(1, AC_VULTURE, 1, MagicFeather, 1,
CLASS_WAR, 0);
//////////////////////// War Magic: Spells
// Soul Strike (M)
RegisterMagic(1, MG_SOULSTRIKE, 1, MagicFeather, 1,
CLASS_WAR, 0);
// Napalm Beat (MX)
RegisterMagic(1, MG_NAPALMBEAT, 1, MagicFeather, 1,
CLASS_WAR, 0);
//////////////////////// Nature Magic: Skills
// Nature Weapon (S)
RegisterMagic(1, SA_SEISMICWEAPON, 1, MagicFeather, 1,
CLASS_NATURE, 0);
// Wind Walker (A)
RegisterMagic(1, SN_WINDWALK, 1, MagicFeather, 1,
CLASS_NATURE, 0);
//////////////////////// Nature Magic: Spells
// Lightning Arrow (M)
RegisterMagic(1, MG_LIGHTNINGBOLT, 1, MagicFeather, 1,
CLASS_NATURE, 0);
// Nature Wall (T)
RegisterMagic(1, MG_FIREWALL, 1, MagicFeather, 1,
CLASS_NATURE, 0);
//////////////////////// Fire Magic: Skills
// Fire Weapon (S)
RegisterMagic(1, SA_FLAMELAUNCHER, 1, MagicFeather, 1,
CLASS_FIRE, 0);
//////////////////////// Fire Magic: Spells
// Fire Arrow (M)
RegisterMagic(1, MG_FIREBOLT, 1, MagicFeather, 1,
CLASS_FIRE, 0);
// Fire Ball (MX)
RegisterMagic(1, MG_FIREBALL, 1, MagicFeather, 1,
CLASS_FIRE, 0);
// Fire Walk (MX)
RegisterMagic(2, SO_FIREWALK, 1, MagicFeather, 1,
CLASS_FIRE, 0);
//////////////////////// Water Magic: Skills
// Frost Weapon (S)
RegisterMagic(1, SA_FROSTWEAPON, 1, MagicFeather, 1,
CLASS_WATER, 0);
//////////////////////// Water Magic: Spells
// Frost Diver (M)
RegisterMagic(1, MG_FROSTDIVER, 1, MagicFeather, 1,
CLASS_WATER, 0);
// Frost Nova (MX)
RegisterMagic(2, WZ_FROSTNOVA, 1, MagicFeather, 1,
CLASS_WATER, 0);
//////////////////////// Harmony Magic: Skills
// Provoke (A)
RegisterMagic(1, SM_PROVOKE, 1, MagicFeather, 1,
CLASS_HARMONY, 0);
// Mass Provoke (A)
RegisterMagic(1, EVOL_MASS_PROVOKE, 1, MagicFeather, 1,
CLASS_HARMONY, 0);
// Stealing (A)
RegisterMagic(1, TF_STEAL, 1, MagicFeather, 1,
CLASS_HARMONY, 0);
// Barter (P)
RegisterMagic(1, MC_OVERCHARGE, 1, MagicFeather, 1,
CLASS_HARMONY, 0);
// Backpack Floating (P)
RegisterMagic(1, ALL_INCCARRY, 1, MagicFeather, 1,
CLASS_HARMONY, 0);
//////////////////////// Harmony Magic: Spells
// Holy Light (M)
RegisterMagic(1, AL_HOLYLIGHT, 1, MagicFeather, 1,
CLASS_HARMONY, 0);
// Healing (MS)
RegisterMagic(1, AL_HEAL, 1, MagicFeather, 1,
CLASS_HARMONY, 0);
// High Healing (MS)
RegisterMagic(2, AB_HIGHNESSHEAL, 1, MagicFeather, 1,
CLASS_HARMONY, 0);
end;
}
|