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// TMW2 script
// Author: Jesusalva <admin@tmw2.org>
//
// Magic Script: TMW2_DROPS
//
// Realm of Drops - A passive skill which drastically improves drop rates

function	script	SK_drops	{
	.@mobId=getarg(0, killedrid);
	if (getskilllv(TMW2_DROPS) <= 0)
		return;
	if (.@mobId <= 0)
		return;
	if (@skdrop[.@mobId] < 0)
		return;

	// Keep in mind that it is reset on logout
	@skdrop[.@mobId]+=1;
	.@lv=getmonsterinfo(.@mobId, MOB_LV);
	.@min=10-getskilllv(TMW2_DROPS)+(.@lv/10);

	// Maybe we are in condition for the bonus drop
	if (@skdrop[.@mobId] % .@min == 0) {
		// This creates .@item and .@rate with same index
		deletearray($@MobDrop_item);
		deletearray($@MobDrop_rate);
		getmobdrops(.@mobId);
		.@count = $@MobDrop_count;
		copyarray(.@item[0], $@MobDrop_item[0], .@count);
		copyarray(.@rate[0], $@MobDrop_rate[0], .@count);

        // Include seasonal drops irrespective of monster type
        switch (season()) {
        case SUMMER:
            array_push(.@item, CherryCocktail);
            array_push(.@rate, 300);
            array_push(.@item, CactusCocktail);
            array_push(.@rate, 300);
            array_push(.@item, AppleCocktail);
            array_push(.@rate, 300);
            .@count += 3;
            break;
        case AUTUMN:
            array_push(.@item, PumpkandySeed);
            array_push(.@rate, 720);
            array_push(.@item, PumpkinLollipop);
            array_push(.@rate, 180);
            .@count += 2;
            break;
        case WINTER:
            array_push(.@item, GingerBreadMan);
            array_push(.@rate, 100);
            array_push(.@item, CaramelCandy);
            array_push(.@rate, 250);
            array_push(.@item, Snowflake);
            array_push(.@rate, 250);
            array_push(.@item, SmallChocolateBar);
            array_push(.@rate, 300);
            .@count += 4;
            break;
        case SPRING:
            array_push(.@item, GrassSeeds);
            array_push(.@rate, 150);
            array_push(.@item, Tulip);
            array_push(.@rate, 250);
            array_push(.@item, Rose);
            array_push(.@rate, 250);
            array_push(.@item, Blueberries);
            array_push(.@rate, 250);
            .@count += 4;
            break;
        }

		// .@total => sum of all drop rates
		// .@array => The real array for relative_array_random()
		.@total = 0;
		.@array = -1;
		for (.@i = 0; .@i < .@count; ++.@i) {
			.@s = getarraysize(.@array);
			array_push(.@array, .@item[.@i]);
			array_push(.@array, .@rate[.@i]);
			.@total+=.@rate[.@i];
		}

		// Now we determine if you can, or cannot, get a bonus drop
		if (.@total < 500) {
			if (.@total < 200) {
				// Hard limit: 2% of total drop rate (-1 prevents execution)
				@skdrop[.@mobId]=-1;
				return;
			} else {
				// Soft limit: Half the efficiency
				if (@skdrop[.@mobId] % (.@min*2) != 0)
					return;
			}
		}

		// You can! So give you a random bonus drop with proper ponderation
		.@drop = relative_array_random(.@array);
		getmapxy(.@m$, .@x, .@y, 0);
		makeitem(.@drop, 1, .@m$, .@x, .@y);
		if ($@GM_OVERRIDE || debug)
			debugmes("Realm of Drops: Created %d as bonus drop in (%d,%d) [TDR %d KL %d]", .@drop, .@x, .@y, .@total, @skdrop[.@mobId]);
	}
	return;
}