Global_Functions.txt 17 KB

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  1. //===== eAthena Script =======================================
  2. //= Global Functions
  3. //===== By: ==================================================
  4. //= Lupus, kobra_k88
  5. //===== Current Version: =====================================
  6. //= 2.05
  7. //===== Compatible With: =====================================
  8. //= eAthena 1.0
  9. //===== Description: =========================================
  10. //= <Description>
  11. //===== Additional Comments: =================================
  12. //= Added F_ClearJobVar - on getting a new job it clears all Job Quest variables
  13. //= Removed individual job check functions as they were redundant [kobra_k88]
  14. //= 1.3 Added Job Change Function for Baby/Normal Classes
  15. //= 1.3b a fix, due to const.txt change [Lupus]
  16. //= 1.4 Added Is_Taekwon_Class: Taekwondo, Star Knight(Gladiator),Soul Linker [Lupus]
  17. //= 1.5 Added clear of Bard Quest variables. 1.5a updated [Lupus]
  18. //= 1.6 Added F_RandMes, F_SexMes, F_Hi, F_Bye functions [Lupus]
  19. //= Moved here useful function 'getJobName'
  20. //= 1.7 Added "F_ItemName" function, added a great sample for "F_ItemName"
  21. //= 1.8 Added Job Vars clear for Extended classes: TK,SL,SG [Lupus]
  22. //= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus]
  23. //= 1.91 Added "F_SaveQuestSkills","F_Load?Skills" functions [Lupus]
  24. //= 2.0 Fixed F_Save/LoadQuestSkills functions. Had to split in into 2 vars [Lupus]
  25. //= 2.01 Added $talk to F_ClearGarbage [Evera]
  26. //= 2.02 Added $dtsglobalelig and $dts|(1<<6) to F_ClearGarbage [Evera]
  27. //= 2.03 Added Gunslinger vars to F_ClearJobVar [Lupus]
  28. //= 2.04 Added dtseligible 2 (becomes MISC_QUEST|128) to F_ClearGarbage [Evera]
  29. //= 2.05 Book of Devil -> MISC_QUEST|256, clear other Niflheim garbage vars [Lupus]
  30. //= +more garbage clean
  31. //= 2,06 Pass to Bio-Lab -> MISC_QUEST|256 [Lupus]
  32. //============================================================
  33. //////////////////////////////////////////////////////////////////////////////////
  34. // Function that clears job quest variables
  35. //////////////////////////////////////////////////////////////////////////////////
  36. function script F_ClearJobVar {
  37. // Misc ---------------------------------
  38. set JBLVL,0;
  39. set FIRSTAID,0;
  40. set PLAYDEAD,0;
  41. set got_bandage,0;
  42. set got_novnametag,0;
  43. // First Class Jobs ---------------------
  44. set job_acolyte_q,0; set job_acolyte_q2,0;
  45. set job_archer_q,0;
  46. set job_magician_q,0;
  47. set job_merchant_q,0; set job_merchant_q2,0; set job_merchant_q3,0;
  48. set job_sword_q,0; set SWTEST, 0;
  49. set job_thief_q,0;
  50. // Super Novice
  51. set SUPNOV_Q,0;
  52. // 2-1 Jobs ------------------------------
  53. set ASSIN_Q,0; set ASSIN_Q2,0;
  54. set BSMITH_Q,0; set BSMITH_Q2,0;
  55. set HNTR_Q,0; set HNTR_Q2,0;
  56. set KNIGHT_Q,0; set KNIGHT_Q2,0;
  57. set PRIEST_Q,0; set PRIEST_Q2,0; set PRIEST_Q3,0;
  58. set WIZ_Q,0; set WIZ_Q2,0;
  59. // 2-2 Jobs ------------------------------
  60. set ROGUE_Q,0; set ROGUE_Q2,0;
  61. set ALCH_Q,0; set ALCH_Q2,0;
  62. set CRUS_Q,0;
  63. set MONK_Q,0; set JOB_MONK_C,0;
  64. set SAGE_Q,0; set SAGE_Q2,0;
  65. set DANC_Q,0;
  66. set BARD_Q,0;
  67. // Extended Classes
  68. set TAEK_Q,0;
  69. set STGL_Q,0;
  70. set SOUL_Q,0;
  71. set GUNS_Q,0;
  72. return;
  73. }
  74. function script F_ClearGarbage {
  75. // Clear outdated global VARS
  76. //DTS Vote System
  77. if(dtseligible == 2) set MISC_QUEST,MISC_QUEST|128;
  78. if(dtseligible == 3) set dtseligible,0;
  79. if($talk) set $talk,0;
  80. if($dtsglobalelig) set $dtsglobalelig,0;
  81. if($dts&(1<<6)) set $dts,$dts&~(1<<6);
  82. //Misc Quests
  83. if(MARIANNE) {set MISC_QUEST,MISC_QUEST | 1; set MARIANNE,0;}
  84. set MEAT,0; set MORRISON,0;
  85. set BUNYBND,0; set TEMPESTRA,0;
  86. set sewer_prt,0; set iz_move_alberta,0;
  87. if(MORGEN >= 2) {set MISC_QUEST,MISC_QUEST | 4; set MORGEN,0;}
  88. //Valhalla Remember Quest Skills. Unused
  89. set QSK1,0; set QSK2,0; set QSK3,0; set QSK4,0;
  90. //Niflheim
  91. if(nif_q_done) {set nif_q_done,0; set MISC_QUEST,MISC_QUEST | 64;}
  92. if(niflheimlost2) set MISC_QUEST,MISC_QUEST | 256;
  93. set niflheimlost2,0; set niflheimlost,0; set lostgirl,0;
  94. set nif_t,0; set nif_random,0; set nif_random1,0;
  95. if(MISC_QUEST&32){set nif_quest1,0; set nif_quest2,0; set nif_quest3,0; set nif_quest4,0; set nif_quest5,0;}
  96. //1st Class Quest Skills
  97. set ARWCRFT,0; set HOLYLIGHT,0; set ARWREP,0; set ENRGYCOAT,0; set CRAZYROAR,0; set CHANGECART,0; set CARTREVO,0;
  98. set SANDATTACK,0; set STONEFLING,0; set BACKSLIDE,0; set BAGNFNTY,0;
  99. //Cube Room
  100. if(hzdun) {
  101. set MISC_QUEST,MISC_QUEST|512;
  102. set cubekey,0;
  103. set axe,0; set ykey,0; set box,0; set num1,0;
  104. set num2,0; set num3,0; set num4,0; set num5,0;
  105. set num6,0; set num7,0; set num8,0; set num9,0;
  106. set knife,0; set redkey,0; set srod1,0; set srod2,0;
  107. set fkey,0; set gkey,0; set polygon,0; set machine,0;
  108. set bkey,0; set ellipse,0; set quadrangle,0; set rod,0;
  109. set hzdun,0;
  110. set piciburn,0;
  111. }
  112. return;
  113. }
  114. //////////////////////////////////////////////////////////////////////////////////
  115. // Used in REBIRTH scripts
  116. // Class = Internal Class ID
  117. // BaseJob = Base Job (0..23)
  118. // Upper : 0 - Default, 1 - Advanced, 2 - Baby
  119. //////////////////////////////////////////////////////////////////////////////////
  120. function script Job_Change {
  121. if (Upper<2)
  122. jobchange getarg(0); // Common jobchange
  123. else
  124. jobchange getarg(0) + Job_Baby; //Change Job For Baby Class
  125. return;
  126. }
  127. //////////////////////////////////////////////////////////////////////////////////
  128. // FOT BACKWISE COMPATIBILITY: Functions used to check a players job class
  129. // HOW TO USE:
  130. // i.e. We need all holy classes but monks
  131. // if ( callfunc("Is_Holy_Class") && callfunc("Is_Monk")==0 ) goto L_Start;
  132. //////////////////////////////////////////////////////////////////////////////////
  133. //////////////////////////////////////////////////////////////////////////////////
  134. // returns 1 if the player is either Aco,Monk,Priest,Aco High,High Priest,
  135. // Champion, 0 otherwise
  136. //////////////////////////////////////////////////////////////////////////////////
  137. function script Is_Holy_Class {
  138. return ( BaseJob==Job_Acolyte || BaseJob==Job_Priest || BaseJob==Job_Monk );
  139. }
  140. //////////////////////////////////////////////////////////////////////////////////
  141. // returns 1 if the player is either Archer,Hunter,Bard,Dancer,Archer High,Sniper,
  142. // Clown,Gypsy, 0 otherwise
  143. //////////////////////////////////////////////////////////////////////////////////
  144. function script Is_Bow_Class {
  145. return ( BaseJob==Job_Archer || BaseJob==Job_Hunter || BaseJob==Job_Bard || BaseJob==Job_Dancer );
  146. }
  147. //////////////////////////////////////////////////////////////////////////////////
  148. // returns 1 if the player is either Mage,Wizard,Sage,Mage High,High Wizard,
  149. // Professor, 0 otherwise
  150. //////////////////////////////////////////////////////////////////////////////////
  151. function script Is_Magic_Class {
  152. return ( BaseJob==Job_Mage || BaseJob==Job_Wizard || BaseJob==Job_Sage );
  153. }
  154. //////////////////////////////////////////////////////////////////////////////////
  155. // returns 1 if the player is either Merc,Blacksmith,Alchemist,Merc High,
  156. // Whitesmith,Creator, 0 otherwise
  157. //////////////////////////////////////////////////////////////////////////////////
  158. function script Is_Merc_Class {
  159. return ( BaseJob==Job_Merchant || BaseJob==Job_Blacksmith || BaseJob==Job_Alchem );
  160. }
  161. //////////////////////////////////////////////////////////////////////////////////
  162. // returns 1 if the player is either Thief,Assassin,Rogue,Thief High, Assassin Cross
  163. // Stalker, 0 otherwise
  164. //////////////////////////////////////////////////////////////////////////////////
  165. function script Is_Thief_Class {
  166. return ( BaseJob==Job_Thief || BaseJob==Job_Assassin || BaseJob==Job_Rogue );
  167. }
  168. //////////////////////////////////////////////////////////////////////////////////
  169. // returns 1 if the player is either Swordy,Knight,Crusader,Swordy High,
  170. // Lord Knight,Paladin, 0 otherwise
  171. //////////////////////////////////////////////////////////////////////////////////
  172. function script Is_Sword_Class {
  173. return ( BaseJob==Job_Swordman || BaseJob==Job_Knight || BaseJob==Job_Knight2 || BaseJob==Job_Crusader || BaseJob==Job_Crusader2 );
  174. }
  175. //////////////////////////////////////////////////////////////////////////////////
  176. // returns 1 if the player is either Taekwon, Star Gladiator,Soul Linker, 0 otherwise
  177. // these classes can't be adopted nor reborn ()
  178. //////////////////////////////////////////////////////////////////////////////////
  179. function script Is_Taekwon_Class {
  180. return ( Class==Job_Taekwon || Class==Job_Star_Gladiator || Class==Job_Star_Gladiator2 || Class==Job_Soul_Linker );
  181. }
  182. //////////////////////////////////////////////////////////////////////////////////
  183. // Functions used to spiff up dialoges [Lupus]
  184. //////////////////////////////////////////////////////////////////////////////////
  185. //////////////////////////////////////////////////////////////////////////////////
  186. // *** Function "F_RandMes"
  187. //////////////////////////////////////////////////////////////////////////////////
  188. //returns random string
  189. // Example: check F_Bye or F_Hi functions
  190. // READ AND THINK: You can use it to pick a random number form list:
  191. // set @itemIDfromList, callfunc("F_RandMes",8,1129,1222,1163,1357,1360,1522,1811,1410);
  192. function script F_RandMes {
  193. return getarg(rand(1,getarg(0)));
  194. }
  195. //////////////////////////////////////////////////////////////////////////////////
  196. // *** Function "F_Sex"
  197. //////////////////////////////////////////////////////////////////////////////////
  198. //returns 1st string if female, 2nd string otherwise
  199. // Example: mes callfunc("F_Sex","What a beautiful lady!","What a handsom man!");
  200. function script F_SexMes {
  201. return getarg(Sex);
  202. }
  203. //////////////////////////////////////////////////////////////////////////////////
  204. // *** Function "F_Hi"
  205. //////////////////////////////////////////////////////////////////////////////////
  206. //returns random HELLO message
  207. function script F_Hi {
  208. return callfunc("F_RandMes",5,"Hi!","Hello!","Good day!","How are you?","Hello there.");
  209. }
  210. //////////////////////////////////////////////////////////////////////////////////
  211. // *** Function "F_Bye"
  212. //////////////////////////////////////////////////////////////////////////////////
  213. //returns random BYE message
  214. function script F_Bye {
  215. return callfunc("F_RandMes",6,"Bye. See you again.","Later.","Goodbye.","Good luck!","Have a nice day!","Byebye!!!");
  216. }
  217. //////////////////////////////////////////////////////////////////////////////////
  218. // *** Function "F_ItemName"
  219. //////////////////////////////////////////////////////////////////////////////////
  220. // Returns expanded item name string
  221. //Argumentss
  222. // 0 - Item ID
  223. // 1 - Element N (0=none,1=Ice,2=Earth,3=Fire,4=Wind)
  224. // 2 - VVS meter 0..3
  225. // 3 - Refine
  226. // Example: mes "Show me your "+callfunc("F_ItemName",1201,1,2,5)+"...";
  227. // is equal to: mes "Show me your ^000090 +5 VVS Fire Knife ^000000..."
  228. function script F_ItemName {
  229. set @t$,"^000090";
  230. if(getarg(3)) set @t$,@t$+"+"+getarg(3)+" ";
  231. if(getarg(2)==1) set @t$,@t$+"VS ";
  232. if(getarg(2)==2) set @t$,@t$+"VVS ";
  233. if(getarg(2)==3) set @t$,@t$+"VVVS ";
  234. if(getarg(2)>3) set @t$,@t$+getarg(2)+"xVS ";
  235. if(getarg(1)==1) set @t$,@t$+"Ice ";
  236. if(getarg(1)==2) set @t$,@t$+"Earth ";
  237. if(getarg(1)==3) set @t$,@t$+"Fire ";
  238. if(getarg(1)==4) set @t$,@t$+"Wind ";
  239. if(getarg(1)>4) set @t$,@t$+"Strange ";
  240. return @t$+getitemname(getarg(0))+"^000000";
  241. }
  242. //////////////////////////////////////////////////////////////////////////////////
  243. // *** Function "getJobName" //
  244. // [Usage] : callfunc("getJobName",Class); //
  245. //////////////////////////////////////////////////////////////////////////////////
  246. function script getJobName {
  247. switch(getarg(0)){
  248. case Job_Novice:
  249. return "Novice";
  250. case Job_Swordman:
  251. return "Swordman";
  252. case Job_Mage:
  253. return "Magician";
  254. case Job_Archer:
  255. return "Archer";
  256. case Job_Acolyte:
  257. return "Acolyte";
  258. case Job_Merchant:
  259. return "Merchant";
  260. case Job_Thief:
  261. return "Thief";
  262. case Job_Knight:
  263. case Job_Knight2:
  264. return "Knight";
  265. case Job_Priest:
  266. return "Priest";
  267. case Job_Wizard:
  268. return "Wizard";
  269. case Job_Blacksmith:
  270. return "Blacksmith";
  271. case Job_Hunter:
  272. return "Hunter";
  273. case Job_Assassin:
  274. return "Assassin";
  275. case Job_Crusader:
  276. case Job_Crusader2:
  277. return "Crusader";
  278. case Job_Monk:
  279. return "Monk";
  280. case Job_Sage:
  281. return "Sage";
  282. case Job_Rogue:
  283. return "Rogue";
  284. case Job_Alchem:
  285. return "Alchemist";
  286. case Job_Bard:
  287. return "Bard";
  288. case Job_Dancer:
  289. return "Dancer";
  290. case Job_SuperNovice:
  291. return "Super Novice";
  292. case Job_Gunslinger:
  293. return "Gunsligner";
  294. case Job_Ninja:
  295. return "Ninja";
  296. case Job_Xmas:
  297. return "Xmas";
  298. case Job_Novice_High:
  299. return "Novice High";
  300. case Job_Swordman_High:
  301. return "Swordman High";
  302. case Job_Mage_High:
  303. return "Magician High";
  304. case Job_Archer_High:
  305. return "Archer High";
  306. case Job_Acolyte_High:
  307. return "Acolyte High";
  308. case Job_Merchant_High:
  309. return "Merchant High";
  310. case Job_Thief_High:
  311. return "Thief High";
  312. case Job_Lord_Knight:
  313. case Job_Lord_Knight2:
  314. return "Lord Knight";
  315. case Job_High_Priest:
  316. return "High Priest";
  317. case Job_High_Wizard:
  318. return "High Wizard";
  319. case Job_Whitesmith:
  320. return "Whitesmith";
  321. case Job_Sniper:
  322. return "Sniper";
  323. case Job_Assassin_Cross:
  324. return "Assassin Cross";
  325. case Job_Paladin:
  326. case Job_Paladin2:
  327. return "Paladin";
  328. case Job_Champion:
  329. return "Champion";
  330. case Job_Professor:
  331. return "Professor";
  332. case Job_Stalker:
  333. return "Stalker";
  334. case Job_Creator:
  335. return "Creator";
  336. case Job_Clown:
  337. return "Clown";
  338. case Job_Gypsy:
  339. return "Gypsy";
  340. case Job_Baby:
  341. return "Baby";
  342. case Job_Baby_Swordman:
  343. return "Baby Swordman";
  344. case Job_Baby_Mage:
  345. return "Baby Magician";
  346. case Job_Baby_Archer:
  347. return "Baby Archer";
  348. case Job_Baby_Acolyte:
  349. return "Baby Acolyte";
  350. case Job_Baby_Merchant:
  351. return "Baby Merchant";
  352. case Job_Baby_Thief:
  353. return "Baby Thief";
  354. case Job_Baby_Knight:
  355. case Job_Baby_Knight2:
  356. return "Baby Knight";
  357. case Job_Baby_Priest:
  358. return "Baby Priest";
  359. case Job_Baby_Wizard:
  360. return "Baby Wizard";
  361. case Job_Baby_Blacksmith:
  362. return "Baby Blacksmith";
  363. case Job_Baby_Hunter:
  364. return "Baby Hunter";
  365. case Job_Baby_Assassin:
  366. return "Baby Assassin";
  367. case Job_Baby_Crusader:
  368. case Job_Baby_Crusader2:
  369. return "Baby Crusader";
  370. case Job_Baby_Monk:
  371. return "Baby Monk";
  372. case Job_Baby_Sage:
  373. return "Baby Sage";
  374. case Job_Baby_Rogue:
  375. return "Baby Rogue";
  376. case Job_Baby_Alchem:
  377. return "Baby Alchemist";
  378. case Job_Baby_Bard:
  379. return "Baby Bard";
  380. case Job_Baby_Dancer:
  381. return "Baby Dancer";
  382. case Job_Super_Baby:
  383. return "Super Baby";
  384. case Job_Taekwon:
  385. if(Sex == 0)
  386. return "Taekwon Girl";
  387. else
  388. return "Taekwon Boy";
  389. case Job_Star_Gladiator:
  390. case Job_Star_Gladiator2:
  391. return "Star Gladiator";
  392. case Job_Soul_Linker:
  393. return "Soul Linker";
  394. case Job_Ninja:
  395. return "Ninja";
  396. case Job_Gunslinger:
  397. return "Gunslinger";
  398. case Job_Xmas:
  399. return "Christmas";
  400. case Option_Wedding:
  401. if(Sex == 0)
  402. return "Bride";
  403. else
  404. return "Bridegroom";
  405. default:
  406. return "omghaxor";
  407. }
  408. }
  409. //////////////////////////////////////////////////////////////////////////////////
  410. // *** Function "F_SaveQuestSkills": Store learnt quest skills
  411. //////////////////////////////////////////////////////////////////////////////////
  412. function script F_SaveQuestSkills {
  413. set ADV_QSK,0; set ADV_QSK2,0;
  414. //1st classes quest skills
  415. for(set @i, 0; @i < 14; set @i, @i + 1){
  416. if(getskilllv(144+@i)) set ADV_QSK,ADV_QSK|pow(2,@i);
  417. }
  418. //2nd classes quest skills
  419. for(set @i, 0; @i < 19; set @i, @i + 1){
  420. if(getskilllv(1001+@i)) set ADV_QSK2,ADV_QSK2|pow(2,@i);
  421. }
  422. return;
  423. }
  424. //////////////////////////////////////////////////////////////////////////////////
  425. // *** Function "F_Load1Skills": Restore learnt 1st class quest skills
  426. //////////////////////////////////////////////////////////////////////////////////
  427. function script F_Load1Skills {
  428. //1st classes quest skills
  429. for(set @i, 0; @i < 14; set @i, @i + 1){
  430. if(ADV_QSK|pow(2,@i) == ADV_QSK) skill 144+@i,1,0;
  431. }
  432. set ADV_QSK,0; //Clear var
  433. return;
  434. }
  435. //////////////////////////////////////////////////////////////////////////////////
  436. // *** Function "F_Load2Skills": Restore learnt 2nd class quest skills
  437. //////////////////////////////////////////////////////////////////////////////////
  438. function script F_Load2Skills {
  439. //2nd classes quest skills
  440. for(set @i, 0; @i < 19; set @i, @i + 1){
  441. if(ADV_QSK2|pow(2,@i) == ADV_QSK2) skill 1001+@i,1,0;
  442. }
  443. set ADV_QSK2,0; //Clear var
  444. return;
  445. }