Global_Functions.txt 16 KB

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  1. //===== eAthena Script =======================================
  2. //= Global Functions
  3. //===== By: ==================================================
  4. //= Lupus, kobra_k88
  5. //===== Current Version: =====================================
  6. //= 2.08
  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 //= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus]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|512 [Lupus]
  32. //= 2.07 Added TK_Q variable clear [Lupus]
  33. //- 2.08 Added NINJ_Q variable clear [Lupus]
  34. //============================================================
  35. //////////////////////////////////////////////////////////////////////////////////
  36. // Function that clears job quest variables
  37. //////////////////////////////////////////////////////////////////////////////////
  38. function script F_ClearJobVar {
  39. // Misc ---------------------------------
  40. set JBLVL,0;
  41. set FIRSTAID,0;
  42. set PLAYDEAD,0;
  43. set got_bandage,0;
  44. set got_novnametag,0;
  45. // First Class Jobs ---------------------
  46. set job_acolyte_q,0; set job_acolyte_q2,0;
  47. set job_archer_q,0;
  48. set job_magician_q,0;
  49. set job_merchant_q,0; set job_merchant_q2,0; set job_merchant_q3,0;
  50. set job_sword_q,0; set SWTEST, 0;
  51. set job_thief_q,0;
  52. // Super Novice
  53. set SUPNOV_Q,0;
  54. // 2-1 Jobs ------------------------------
  55. set ASSIN_Q,0; set ASSIN_Q2,0;
  56. set BSMITH_Q,0; set BSMITH_Q2,0;
  57. set HNTR_Q,0; set HNTR_Q2,0;
  58. set KNIGHT_Q,0; set KNIGHT_Q2,0;
  59. set PRIEST_Q,0; set PRIEST_Q2,0; set PRIEST_Q3,0;
  60. set WIZ_Q,0; set WIZ_Q2,0;
  61. // 2-2 Jobs ------------------------------
  62. set ROGUE_Q,0; set ROGUE_Q2,0;
  63. set ALCH_Q,0; set ALCH_Q2,0;
  64. set CRUS_Q,0;
  65. set MONK_Q,0; set JOB_MONK_C,0;
  66. set SAGE_Q,0; set SAGE_Q2,0;
  67. set DANC_Q,0;
  68. set BARD_Q,0;
  69. // Extended Classes
  70. set TAEK_Q,0; set TK_Q,0;
  71. set STGL_Q,0;
  72. set SOUL_Q,0;
  73. set GUNS_Q,0;
  74. set NINJ_Q,0;
  75. return;
  76. }
  77. function script F_ClearGarbage {
  78. // Clear outdated global VARS
  79. //DTS Vote System
  80. if($dtsglobalelig) set $dtsglobalelig,0;
  81. if($dts&(1<<6)) set $dts,$dts&~(1<<6);
  82. //Cube Room
  83. if(hzdun) {
  84. set MISC_QUEST,MISC_QUEST|512;
  85. set num1,0; set num2,0; set num3,0; set num4,0; set num5,0;
  86. set num6,0; set num7,0; set num8,0; set num9,0;
  87. set hzdun,0; set cubekey,0; set piciburn,0;
  88. }
  89. return;
  90. }
  91. //////////////////////////////////////////////////////////////////////////////////
  92. // Used in REBIRTH scripts
  93. // Class = Internal Class ID
  94. // BaseJob = Base Job (0..23)
  95. // Upper : 0 - Default, 1 - Advanced, 2 - Baby
  96. //////////////////////////////////////////////////////////////////////////////////
  97. function script Job_Change {
  98. if (Upper<2)
  99. jobchange getarg(0); // Common jobchange
  100. else
  101. jobchange getarg(0) + Job_Baby; //Change Job For Baby Class
  102. return;
  103. }
  104. //////////////////////////////////////////////////////////////////////////////////
  105. // FOT BACKWISE COMPATIBILITY: Functions used to check a players job class
  106. // HOW TO USE:
  107. // i.e. We need all holy classes but monks
  108. // if ( callfunc("Is_Holy_Class") && callfunc("Is_Monk")==0 ) goto L_Start;
  109. //////////////////////////////////////////////////////////////////////////////////
  110. //////////////////////////////////////////////////////////////////////////////////
  111. // returns 1 if the player is either Aco,Monk,Priest,Aco High,High Priest,
  112. // Champion, 0 otherwise
  113. //////////////////////////////////////////////////////////////////////////////////
  114. function script Is_Holy_Class {
  115. return ( BaseJob==Job_Acolyte || BaseJob==Job_Priest || BaseJob==Job_Monk );
  116. }
  117. //////////////////////////////////////////////////////////////////////////////////
  118. // returns 1 if the player is either Archer,Hunter,Bard,Dancer,Archer High,Sniper,
  119. // Clown,Gypsy, 0 otherwise
  120. //////////////////////////////////////////////////////////////////////////////////
  121. function script Is_Bow_Class {
  122. return ( BaseJob==Job_Archer || BaseJob==Job_Hunter || BaseJob==Job_Bard || BaseJob==Job_Dancer );
  123. }
  124. //////////////////////////////////////////////////////////////////////////////////
  125. // returns 1 if the player is either Mage,Wizard,Sage,Mage High,High Wizard,
  126. // Professor, 0 otherwise
  127. //////////////////////////////////////////////////////////////////////////////////
  128. function script Is_Magic_Class {
  129. return ( BaseJob==Job_Mage || BaseJob==Job_Wizard || BaseJob==Job_Sage );
  130. }
  131. //////////////////////////////////////////////////////////////////////////////////
  132. // returns 1 if the player is either Merc,Blacksmith,Alchemist,Merc High,
  133. // Whitesmith,Creator, 0 otherwise
  134. //////////////////////////////////////////////////////////////////////////////////
  135. function script Is_Merc_Class {
  136. return ( BaseJob==Job_Merchant || BaseJob==Job_Blacksmith || BaseJob==Job_Alchem );
  137. }
  138. //////////////////////////////////////////////////////////////////////////////////
  139. // returns 1 if the player is either Thief,Assassin,Rogue,Thief High, Assassin Cross
  140. // Stalker, 0 otherwise
  141. //////////////////////////////////////////////////////////////////////////////////
  142. function script Is_Thief_Class {
  143. return ( BaseJob==Job_Thief || BaseJob==Job_Assassin || BaseJob==Job_Rogue );
  144. }
  145. //////////////////////////////////////////////////////////////////////////////////
  146. // returns 1 if the player is either Swordy,Knight,Crusader,Swordy High,
  147. // Lord Knight,Paladin, 0 otherwise
  148. //////////////////////////////////////////////////////////////////////////////////
  149. function script Is_Sword_Class {
  150. return ( BaseJob==Job_Swordman || BaseJob==Job_Knight || BaseJob==Job_Knight2 || BaseJob==Job_Crusader || BaseJob==Job_Crusader2 );
  151. }
  152. //////////////////////////////////////////////////////////////////////////////////
  153. // returns 1 if the player is either Taekwon, Star Gladiator,Soul Linker, 0 otherwise
  154. // these classes can't be adopted nor reborn ()
  155. //////////////////////////////////////////////////////////////////////////////////
  156. function script Is_Taekwon_Class {
  157. return ( Class==Job_Taekwon || Class==Job_Star_Gladiator || Class==Job_Star_Gladiator2 || Class==Job_Soul_Linker );
  158. }
  159. //////////////////////////////////////////////////////////////////////////////////
  160. // Functions used to spiff up dialoges [Lupus]
  161. //////////////////////////////////////////////////////////////////////////////////
  162. //////////////////////////////////////////////////////////////////////////////////
  163. // *** Function "F_RandMes"
  164. //////////////////////////////////////////////////////////////////////////////////
  165. //returns random string
  166. // Example: check F_Bye or F_Hi functions
  167. // READ AND THINK: You can use it to pick a random number form list:
  168. // set @itemIDfromList, callfunc("F_RandMes",8,1129,1222,1163,1357,1360,1522,1811,1410);
  169. function script F_RandMes {
  170. return getarg(rand(1,getarg(0)));
  171. }
  172. //////////////////////////////////////////////////////////////////////////////////
  173. // *** Function "F_Sex"
  174. //////////////////////////////////////////////////////////////////////////////////
  175. //returns 1st string if female, 2nd string otherwise
  176. // Example: mes callfunc("F_Sex","What a beautiful lady!","What a handsom man!");
  177. function script F_SexMes {
  178. return getarg(Sex);
  179. }
  180. //////////////////////////////////////////////////////////////////////////////////
  181. // *** Function "F_Hi"
  182. //////////////////////////////////////////////////////////////////////////////////
  183. //returns random HELLO message
  184. function script F_Hi {
  185. return callfunc("F_RandMes",5,"Hi!","Hello!","Good day!","How are you?","Hello there.");
  186. }
  187. //////////////////////////////////////////////////////////////////////////////////
  188. // *** Function "F_Bye"
  189. //////////////////////////////////////////////////////////////////////////////////
  190. //returns random BYE message
  191. function script F_Bye {
  192. return callfunc("F_RandMes",6,"Bye. See you again.","Later.","Goodbye.","Good luck!","Have a nice day!","Byebye!!!");
  193. }
  194. //////////////////////////////////////////////////////////////////////////////////
  195. // *** Function "F_ItemName"
  196. //////////////////////////////////////////////////////////////////////////////////
  197. // Returns expanded item name string
  198. //Argumentss
  199. // 0 - Item ID
  200. // 1 - Element N (0=none,1=Ice,2=Earth,3=Fire,4=Wind)
  201. // 2 - VVS meter 0..3
  202. // 3 - Refine
  203. // Example: mes "Show me your "+callfunc("F_ItemName",1201,1,2,5)+"...";
  204. // is equal to: mes "Show me your ^000090 +5 VVS Fire Knife ^000000..."
  205. function script F_ItemName {
  206. set @t$,"^000090";
  207. if(getarg(3)) set @t$,@t$+"+"+getarg(3)+" ";
  208. if(getarg(2)==1) set @t$,@t$+"VS ";
  209. if(getarg(2)==2) set @t$,@t$+"VVS ";
  210. if(getarg(2)==3) set @t$,@t$+"VVVS ";
  211. if(getarg(2)>3) set @t$,@t$+getarg(2)+"xVS ";
  212. if(getarg(1)==1) set @t$,@t$+"Ice ";
  213. if(getarg(1)==2) set @t$,@t$+"Earth ";
  214. if(getarg(1)==3) set @t$,@t$+"Fire ";
  215. if(getarg(1)==4) set @t$,@t$+"Wind ";
  216. if(getarg(1)>4) set @t$,@t$+"Strange ";
  217. return @t$+getitemname(getarg(0))+"^000000";
  218. }
  219. //////////////////////////////////////////////////////////////////////////////////
  220. // *** Function "getJobName" //
  221. // [Usage] : callfunc("getJobName",Class); //
  222. //////////////////////////////////////////////////////////////////////////////////
  223. function script getJobName {
  224. switch(getarg(0)){
  225. case Job_Novice:
  226. return "Novice";
  227. case Job_Swordman:
  228. return "Swordman";
  229. case Job_Mage:
  230. return "Magician";
  231. case Job_Archer:
  232. return "Archer";
  233. case Job_Acolyte:
  234. return "Acolyte";
  235. case Job_Merchant:
  236. return "Merchant";
  237. case Job_Thief:
  238. return "Thief";
  239. case Job_Knight:
  240. case Job_Knight2:
  241. return "Knight";
  242. case Job_Priest:
  243. return "Priest";
  244. case Job_Wizard:
  245. return "Wizard";
  246. case Job_Blacksmith:
  247. return "Blacksmith";
  248. case Job_Hunter:
  249. return "Hunter";
  250. case Job_Assassin:
  251. return "Assassin";
  252. case Job_Crusader:
  253. case Job_Crusader2:
  254. return "Crusader";
  255. case Job_Monk:
  256. return "Monk";
  257. case Job_Sage:
  258. return "Sage";
  259. case Job_Rogue:
  260. return "Rogue";
  261. case Job_Alchem:
  262. return "Alchemist";
  263. case Job_Bard:
  264. return "Bard";
  265. case Job_Dancer:
  266. return "Dancer";
  267. case Job_SuperNovice:
  268. return "Super Novice";
  269. case Job_Gunslinger:
  270. return "Gunsligner";
  271. case Job_Ninja:
  272. return "Ninja";
  273. case Job_Xmas:
  274. return "Xmas";
  275. case Job_Novice_High:
  276. return "Novice High";
  277. case Job_Swordman_High:
  278. return "Swordman High";
  279. case Job_Mage_High:
  280. return "Magician High";
  281. case Job_Archer_High:
  282. return "Archer High";
  283. case Job_Acolyte_High:
  284. return "Acolyte High";
  285. case Job_Merchant_High:
  286. return "Merchant High";
  287. case Job_Thief_High:
  288. return "Thief High";
  289. case Job_Lord_Knight:
  290. case Job_Lord_Knight2:
  291. return "Lord Knight";
  292. case Job_High_Priest:
  293. return "High Priest";
  294. case Job_High_Wizard:
  295. return "High Wizard";
  296. case Job_Whitesmith:
  297. return "Whitesmith";
  298. case Job_Sniper:
  299. return "Sniper";
  300. case Job_Assassin_Cross:
  301. return "Assassin Cross";
  302. case Job_Paladin:
  303. case Job_Paladin2:
  304. return "Paladin";
  305. case Job_Champion:
  306. return "Champion";
  307. case Job_Professor:
  308. return "Professor";
  309. case Job_Stalker:
  310. return "Stalker";
  311. case Job_Creator:
  312. return "Creator";
  313. case Job_Clown:
  314. return "Clown";
  315. case Job_Gypsy:
  316. return "Gypsy";
  317. case Job_Baby:
  318. return "Baby";
  319. case Job_Baby_Swordman:
  320. return "Baby Swordman";
  321. case Job_Baby_Mage:
  322. return "Baby Magician";
  323. case Job_Baby_Archer:
  324. return "Baby Archer";
  325. case Job_Baby_Acolyte:
  326. return "Baby Acolyte";
  327. case Job_Baby_Merchant:
  328. return "Baby Merchant";
  329. case Job_Baby_Thief:
  330. return "Baby Thief";
  331. case Job_Baby_Knight:
  332. case Job_Baby_Knight2:
  333. return "Baby Knight";
  334. case Job_Baby_Priest:
  335. return "Baby Priest";
  336. case Job_Baby_Wizard:
  337. return "Baby Wizard";
  338. case Job_Baby_Blacksmith:
  339. return "Baby Blacksmith";
  340. case Job_Baby_Hunter:
  341. return "Baby Hunter";
  342. case Job_Baby_Assassin:
  343. return "Baby Assassin";
  344. case Job_Baby_Crusader:
  345. case Job_Baby_Crusader2:
  346. return "Baby Crusader";
  347. case Job_Baby_Monk:
  348. return "Baby Monk";
  349. case Job_Baby_Sage:
  350. return "Baby Sage";
  351. case Job_Baby_Rogue:
  352. return "Baby Rogue";
  353. case Job_Baby_Alchem:
  354. return "Baby Alchemist";
  355. case Job_Baby_Bard:
  356. return "Baby Bard";
  357. case Job_Baby_Dancer:
  358. return "Baby Dancer";
  359. case Job_Super_Baby:
  360. return "Super Baby";
  361. case Job_Taekwon:
  362. if(Sex == 0)
  363. return "Taekwon Girl";
  364. else
  365. return "Taekwon Boy";
  366. case Job_Star_Gladiator:
  367. case Job_Star_Gladiator2:
  368. return "Star Gladiator";
  369. case Job_Soul_Linker:
  370. return "Soul Linker";
  371. case Job_Ninja:
  372. return "Ninja";
  373. case Job_Gunslinger:
  374. return "Gunslinger";
  375. case Job_Xmas:
  376. return "Christmas";
  377. case Option_Wedding:
  378. if(Sex == 0)
  379. return "Bride";
  380. else
  381. return "Bridegroom";
  382. default:
  383. return "omghaxor";
  384. }
  385. }
  386. //////////////////////////////////////////////////////////////////////////////////
  387. // *** Function "F_SaveQuestSkills": Store learnt quest skills
  388. //////////////////////////////////////////////////////////////////////////////////
  389. function script F_SaveQuestSkills {
  390. set ADV_QSK,0; set ADV_QSK2,0;
  391. //1st classes quest skills
  392. for(set @i, 0; @i < 14; set @i, @i + 1){
  393. if(getskilllv(144+@i)) set ADV_QSK,ADV_QSK|pow(2,@i);
  394. }
  395. //2nd classes quest skills
  396. for(set @i, 0; @i < 19; set @i, @i + 1){
  397. if(getskilllv(1001+@i)) set ADV_QSK2,ADV_QSK2|pow(2,@i);
  398. }
  399. return;
  400. }
  401. //////////////////////////////////////////////////////////////////////////////////
  402. // *** Function "F_Load1Skills": Restore learnt 1st class quest skills
  403. //////////////////////////////////////////////////////////////////////////////////
  404. function script F_Load1Skills {
  405. //1st classes quest skills
  406. for(set @i, 0; @i < 14; set @i, @i + 1){
  407. if(ADV_QSK|pow(2,@i) == ADV_QSK) skill 144+@i,1,0;
  408. }
  409. set ADV_QSK,0; //Clear var
  410. return;
  411. }
  412. //////////////////////////////////////////////////////////////////////////////////
  413. // *** Function "F_Load2Skills": Restore learnt 2nd class quest skills
  414. //////////////////////////////////////////////////////////////////////////////////
  415. function script F_Load2Skills {
  416. //2nd classes quest skills
  417. for(set @i, 0; @i < 19; set @i, @i + 1){
  418. if(ADV_QSK2|pow(2,@i) == ADV_QSK2) skill 1001+@i,1,0;
  419. }
  420. set ADV_QSK2,0; //Clear var
  421. return;
  422. }