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
|
// TMW2 scripts.
// Authors:
// Jesusalva
// TMW Org.
// Description:
// HUB functions (Magic)
// HUB_SkillInvoke ( )
function script HUB_SkillInvoke {
// Something is... wrong
if (!@skillId) {
Exception("ILLEGAL SKILL PASSED TO HUB. It has been compromised, Jim.", RB_DEBUGMES|RB_IRCBROADCAST);
debugmes "Legal Caster: %s", strcharinfo(0);
debugmes "Effective Caster: %d", @skillCaster;
return;
}
/* *********************************************************************** */
// TODO: Detect what was script-cast and what was player-case. Then, readd RB_IRCBROADCAST
// If you can't do this: You can't do this
if (getskilllv(@skillId) < @skillLv && @skillId != BS_GREED)
Exception("System ERROR, HSI."+@skillId+" INVALID CAST (got "+@skillLv+" expected "+getskilllv(@skillId)+", sub-LC."+(getcharid(3)-2000000)+")", RB_DEBUGMES|RB_ISFATAL);
// You are AFK for over 3 minutes, that's crazy, disregard
if (checkidle() > 180)
return;
// Record to database
skillInvoke[@skillId] = skillInvoke[@skillId] + 1;
// Script-based skills
/* *********************************************************************** */
switch (@skillId) {
case TMW2_FAKESKILL:
charcommand("@refresh"); // Possibly broken on too up-to-date Herc
break;
case EVOL_AREA_PROVOKE:
if (@skillTargetX && @skillTargetY)
massprovoke(1+@skillLv, getmap(), @skillTargetX, @skillTargetY);
else
massprovoke(1+@skillLv);
// SC_PROVOKE ?
GetManaExp(@skillId, rand2(1,3));
break;
////////////////////////////////
/* / XXX: Healing Class
case TMW2_FIRSTAID:
.@PW=90+(10*@skillLv);
// First aid only works on you, so
.@heal=max(AdjustSpellpower(.@PW), AdjustAttackpower(.@PW));
heal .@heal, 0;
GetManaExp(TMW2_HEALING, 1);
break;
case TMW2_HEALING:
.@PW=130+(20*@skillLv);
harm(@skillTarget, -AdjustSpellpower(.@PW), HARM_MISC);
GetManaExp(TMW2_HEALING, 2);
break;
case TMW2_MAGNUSHEAL:
// Area healing
.@PW=200+(20*@skillLv);
.@RG=4+(@skillLv/5);
areaharm(@skillTarget, .@RG, -AdjustSpellpower(.@PW), HARM_MISC, "filter_friendly");
GetManaExp(TMW2_HEALING, 3);
break;
////////////////////////////////
// XXX: Fire Class
// (May burn targets for damage over time)
case TMW2_FIREARROW:
.@PW=140+(10*@skillLv);
// 4% chance, 2.5s
harm(@skillTarget, AdjustSpellpower(.@PW), HARM_MAGI, Ele_Fire);
sc_start SC_BLOODING, 4500, 1, 400, SCFLAG_NONE, @skillTarget;
GetManaExp(TMW2_FIREBALL, 1);
break;
case TMW2_FIREBALL:
.@PW=140+(10*@skillLv);
.@RG=2+(@skillLv/5);
// 22% chance, 2.5s
areaharm(@skillTarget, .@RG, AdjustSpellpower(.@PW), HARM_MAGI, Ele_Fire);
sc_start SC_BLOODING, 2500, 1, 4200, SCFLAG_NONE, @skillTarget;
GetManaExp(TMW2_FIREBALL, 2);
break;
case TMW2_ARMAGEDDON:
.@PW=140+(10*@skillLv);
.@RG=5+(@skillLv/5);
// 18% chance, 3s, 3x3 radius
areaharm(@skillTarget, .@RG, AdjustSpellpower(.@PW), HARM_MAGI, Ele_Fire);
areasc(.@RG, 6000, SC_BLOODING, BL_MOB|BL_PC|BL_HOM|BL_MER, 1, "filter_hostile", @skillTarget, 1800);
GetManaExp(TMW2_FIREBALL, 3);
break;
////////////////////////////////
// XXX: Holy Class
// (Single DPS + AOE)
case TMW2_NAPALMBEAT:
.@PW=35+(5*@skillLv);
.@dmg=AdjustSpellpower(.@PW);
.@RG=2+(@skillLv/3);
harm(@skillTarget, .@dmg/10, HARM_MAGI, Ele_Holy);
areaharm(@skillTarget, .@RG, .@dmg, HARM_MAGI, Ele_Holy);
GetManaExp(TMW2_HOLYLIGHT, 1);
break;
case TMW2_HOLYLIGHT:
.@PW=125+(25*@skillLv);
.@dmg=AdjustSpellpower(.@PW);
harm(@skillTarget, .@dmg, HARM_MAGI, Ele_Holy);
areaharm(@skillTarget, 1, .@dmg/5, HARM_MAGI, Ele_Holy);
GetManaExp(TMW2_HOLYLIGHT, 2);
break;
case TMW2_JUDGMENT:
.@PW=250+(50*@skillLv);
.@SPW=60+(15*@skillLv);
.@dmg=AdjustSpellpower(.@PW);
.@dsub=AdjustSpellpower(.@SPW);
.@RG=3+(@skillLv/5);
harm(@skillTarget, .@dmg, HARM_MAGI, Ele_Holy);
areaharm(@skillTarget, .@RG, .@dsub, HARM_MAGI, Ele_Holy);
GetManaExp(TMW2_HOLYLIGHT, 3);
break;
////////////////////////////////
// XXX: Wind Class
// (Smaller cooldown than others)
case TMW2_MAGICSTRIKE:
.@PW=125+(25*@skillLv);
.@dmg=AdjustSpellpower(.@PW);
harm(@skillTarget, .@dmg, HARM_MAGI, Ele_Wind);
GetManaExp(TMW2_LIGHTNINGBOLT, 1);
break;
case TMW2_LIGHTNINGBOLT:
.@PW=150+(50*@skillLv);
.@dmg=AdjustSpellpower(.@PW);
harm(@skillTarget, .@dmg, HARM_MAGI, Ele_Wind);
GetManaExp(TMW2_LIGHTNINGBOLT, 2);
break;
case TMW2_TEMPEST:
.@PW=125+(25*@skillLv);
.@dmg=AdjustSpellpower(.@PW);
.@RG=2+(@skillLv/5);
areaharm(@skillTarget, .@RG, .@dmg, HARM_MAGI, Ele_Wind);
GetManaExp(TMW2_LIGHTNINGBOLT, 3);
break;
////////////////////////////////
// XXX: Ice Class
// (May freeze the targets)
case TMW2_FROSTDIVER:
.@PW=80+(10*@skillLv);
// 22% chance, 2.5s
harm(@skillTarget, AdjustSpellpower(.@PW), HARM_MAGI, Ele_Water);
sc_start SC_FREEZE, 2500, 1, 2200, SCFLAG_NONE, @skillTarget;
GetManaExp(TMW2_NILFHEIM, 1);
break;
case TMW2_FROSTNOVA:
.@PW=80+(10*@skillLv);
.@RG=2+(@skillLv/5);
// 18% chance, 3s, 3x3 radius
areaharm(@skillTarget, .@RG, AdjustSpellpower(.@PW), HARM_MAGI, Ele_Water);
areasc(.@RG, 3000, SC_FREEZE, BL_MOB|BL_PC|BL_HOM|BL_MER, 1, "filter_hostile", @skillTarget, 1800);
GetManaExp(TMW2_NILFHEIM, 2);
break;
case TMW2_NILFHEIM:
// Nilfheim cast on self?
.@PW=80+(10*@skillLv);
.@RG=4+(@skillLv/5);
areaharm(getcharid(3), .@RG*3/2, AdjustSpellpower(.@PW), HARM_MAGI, Ele_Water);
areasc(.@RG, 15000, SC_FREEZE, BL_PC | BL_MOB | BL_MER | BL_HOM, 1, "filter_hostile");
// Maybe filter_notme() would work better, indeed
GetManaExp(TMW2_NILFHEIM, 3);
break;
////////////////////////////////
// XXX: Earth Class
// DEF Effects at Gaia Break, more expensive
case TMW2_METEORSTRIKE:
.@PW=130+(20*@skillLv);
.@dmg=AdjustSpellpower(.@PW);
.@TM=1200+(@skillLv*300);
harm(@skillTarget, .@dmg, HARM_MAGI, Ele_Earth);
sc_start SC_STUN, .@TM, 1, 800, SCFLAG_NONE, @skillTarget;
GetManaExp(TMW2_METEORSTRIKE, 1);
break;
case TMW2_METEORSHOWER:
.@PW=130+(15*@skillLv);
.@dmg=AdjustSpellpower(.@PW);
.@RG=3+(@skillLv/5);
.@TM=800+(@skillLv*200);
areaharm(@skillTarget, .@RG, .@dmg, HARM_MAGI, Ele_Earth);
areasc(.@RG, .@TM, SC_STUN, BL_MOB | BL_PC | BL_HOM | BL_MER, 1, "filter_hostile", @skillTarget, 800);
GetManaExp(TMW2_METEORSTRIKE, 2);
break;
case TMW2_GAIABREAK:
.@PWA=170+(30*@skillLv);
.@PWB=110+(10*@skillLv);
.@dmg=AdjustSpellpower(.@PWA);
.@dsub=AdjustSpellpower(.@PWB);
harm(@skillTarget, .@dmg, HARM_MAGI, Ele_Earth);
rectharm(@skillTarget, 2, 5, .@dsub, HARM_MAGI, Ele_Earth);
areasc(2, 5000, SC_INCDEFRATE, BL_PC, 10, "filter_friendly");
GetManaExp(TMW2_METEORSTRIKE, 3);
break;
////////////////////////////////
// XXX: Physical Class (Regular)
case TMW2_FALKONSTRIKE:
.@PW=100+(25*@skillLv);
.@ST=0+(10*@skillLv);
.@TM=100+(90*@skillLv);
harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Neutral);
sc_start SC_STUN, .@TM, 1, .@ST, SCFLAG_NONE, @skillTarget;
GetManaExp(@skillId, rand2(1,3));
break;
case TMW2_GROUNDSTRIKE:
.@PW=50+(40*@skillLv);
.@dmg=AdjustAttackpower(.@PW);
.@RG=2+(@skillLv/5);
.@TM=100+(@skillLv*200);
.@ST=500+(100*@skillLv);
.@EF=any(SC_STUN, SC_BLIND, SC_BLOODING, SC_BLIND, SC_BLOODING);
areaharm(@skillTarget, .@RG, .@dmg, HARM_PHYS, Ele_Neutral);
areasc(.@RG, .@TM, .@EF, BL_MOB | BL_PC | BL_HOM | BL_MER, 1, "filter_hostile", @skillTarget, .@ST);
GetManaExp(@skillId, rand2(1,3));
break;
case TMW2_SUPREMEATTACK:
.@PW=100+(50*@skillLv);
harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Neutral);
GetManaExp(@skillId, rand2(1,3));
break;
////////////////////////////////
// XXX: Physical Class (Archery)
case TMW2_CHARGEDARROW:
.@PW=100+(50*@skillLv);
harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Neutral);
GetManaExp(@skillId, rand2(1,3));
break;
case TMW2_ARROWSHOWER:
.@PW=150+(10*@skillLv);
.@dmg=AdjustAttackpower(.@PW);
.@RG=1+(@skillLv/3);
areaharm(@skillTarget, .@RG, .@dmg, HARM_PHYS, Ele_Neutral);
GetManaExp(@skillId, rand2(1,3));
break;
////////////////////////////////
// XXX: Brawling Class
case TMW2_BRAWLING:
// 75x3 = 225
.@PW=70+(5*@skillLv);
// Using a shield, so power is halved
if (getequipid(EQI_HAND_L) > 0)
.@PW=.@PW/2;
harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Neutral);
sleep2(10);
harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Neutral);
sleep2(10);
harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Neutral);
break;
case TMW2_BEARSTRIKE:
// 60x5 = 300
.@PW=55+(5*@skillLv);
// Using a shield, so power is halved
if (getequipid(EQI_HAND_L) > 0)
.@PW=.@PW/2;
harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Neutral);
sleep2(10);
harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Neutral);
sleep2(10);
harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Neutral);
sleep2(10);
harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Neutral);
sleep2(10);
harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Neutral);
break;
case TMW2_ALLINONE:
// 45x8 = 360
.@PW=40+(5*@skillLv);
// Using a shield, so power is halved
if (getequipid(EQI_HAND_L) > 0)
.@PW=.@PW/2;
//harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Neutral);
harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Fire);
sleep2(10);
harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Water);
sleep2(10);
harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Earth);
sleep2(10);
harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Wind);
sleep2(10);
harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Holy);
sleep2(10);
harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Shadow);
sleep2(10);
harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Ghost);
sleep2(10);
// The main elemental-less blast hits all in same square,
// and also hits behind (and on your square)
rectharm(@skillTarget, 0, 1, AdjustAttackpower(.@PW/2), HARM_PHYS, Ele_Neutral);
break;
////////////////////////////////
// CLASS_OTHER
case TMW2_PARUM:
SK_parum();
break;
case TMW2_DEMURE:
SK_Demure();
break;
case TMW2_DRAGOKIN:
SK_Dragokin();
break;
// Summons which never fail
case TMW2_ZARKOR:
alignment_cansummon();
SummonMagic(@skillId, CaveMaggot, 2, @skillLv);
GetManaExp(@skillId, 1);
break;
// Summons which may fail
case TMW2_KALWULF:
SK_summon(Wolvern, 4, any(3,4));
break;
case TMW2_KALBOO:
SK_summon(Mouboo, 4, any(2,3));
break;
case TMW2_KALSPIKE:
SK_summon(PoisonSpikyMushroom, 4, any(2,3));
break;
case TMW2_CUTEHEART:
SK_summon(Fluffy, 4, any(2,3));
break;
// Slightly more complex summons
case TMW2_LIMERIZER:
SK_summon(any(GreenSlime,AzulSlime,RedSlime,AngryYellowSlime), 2, any(3,4));
break;
case TMW2_FAIRYKINGDOM:
SK_summon(any(FireFairy, EarthFairy, WaterFairy, WindFairy, PoisonFairy), 4, any(3,4));
break;
case TMW2_FAIRYEMPIRE:
SK_summon(any(VanityPixie, HolyPixie, ShadowPixie, NulityPixie), 5, any(4,5));
break;
// More complex summons
case TMW2_KALMURK:
.@mobId=Maggot;
if (abizit() > 4 &&
GHMEMO[GHQ_GetQuestIDByMonsterID(Maggot)] >= 10000 &&
MAGIC_LVL >= 3)
{
.@mobId=any(Maggot, Maggot, Maggot, Maggot, GiantMaggot);
}
SK_summon(.@mobId, (.@mobId == Maggot ? 2 : 4), any(1,2));
break;
case TMW2_HALHISS:
.@mobId=Snake;
if (abizit() > 3 &&
GHMEMO[GHQ_GetQuestIDByMonsterID(MountainSnake)] >= 10000 &&
rand2(1,3) == 2)
{
.@mobId=MountainSnake;
}
SK_summon(.@mobId, 4, any(3,4));
break;
case TMW2_FROZENHEART:
.@mobId=Moggun;
if (rand2(6,12) < (abizit()*2)+1)
{
.@mobId=Yeti;
}
SK_summon(.@mobId, 4, any(3,4));
break;
case TMW2_STONEHEART:
.@mobId=Terranite;
if (rand2(9,12) < (abizit()*2)+1 &&
BaseLevel > 80)
{
.@mobId=TerraniteProtector;
}
SK_summon(.@mobId, 4, any(4,5));
break;
case TMW2_DUCKY:
.@mobId=Duck;
.@q=getq(LilitQuest_PiratesOfSARAH);
if (!alignment_cansummon())
break;
if (abizit() > 4 &&
.@q > 2 &&
MAGIC_LVL >= 3)
{
// GHQ Complete: 33% chances
// Otherwise: 8% chances
if (GHMEMO[GHQ_GetQuestIDByMonsterID(Duck)] >= 10000)
.@mobId=any(Duck, Duck, EliteDuck);
else
.@mobId=any(Duck, Duck, Duck, Duck,
Duck, Duck, Duck, Duck,
Duck, Duck, Duck, EliteDuck);
}
SummonMagic(@skillId, .@mobId, 2);
GetManaExp(@skillId, 1);
break;
*/
// Experience only
case KN_AUTOCOUNTER:
case SN_SHARPSHOOTING:
case HW_MAGICPOWER:
case SM_PROVOKE:
case SN_WINDWALK:
case SO_FIREWALK:
case TF_BACKSLIDING:
case MG_FIREWALL:
case ALL_FULL_THROTTLE:
case GC_DARKILLUSION:
case NV_TRICKDEAD:
GetManaExp(@skillId, rand2(1,3));
break;
}
// Debug
if ($@GM_OVERRIDE)
debugmes "Cast skill %d on level %d - Target %d",
@skillId, @skillLv, @skillTarget;
// Cleanup (double-safe)
@skillTarget = 0;
return;
}
// HUB_PCBonus ()
function script HUB_PCBonus {
/* Passive Skills */
if (FOCUSING & FSKILL_ASTRAL_SOUL) {
bonus bMatk, 25*getskilllv(SKILL_ASTRAL_SOUL);
}
if (FOCUSING & FSKILL_RAGING) {
bonus bCritical, 5*getskilllv(SKILL_RAGING);
}
if (FOCUSING & FSKILL_SPEED) {
bonus bAspd, 5*getskilllv(SKILL_SPEED);
}
// MALLARD EYE handled by C code
// SKILL_BRAWLING SKILL_RESIST_POISON
return;
}
|