Global_Functions.txt 9.5 KB

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  1. //===== eAthena Script =======================================
  2. //= Global Functions
  3. //===== By: ==================================================
  4. //= Lupus, kobra_k88
  5. //===== Current Version: =====================================
  6. //= 2.15
  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 //= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus]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. 2.08 Added NINJ_Q variable clear [Lupus]
  33. //= 2.09 Cleared F_ClearGarbage [Lupus]
  34. //= 2.10 Added F_CheckMaxCount to check count of carrid items. [L0ne_w0lf]
  35. //= 2.10a Removed function F_CheckMaxCount. Not needed. [L0ne_W0lf]
  36. //= 2.11 Updated function Job_Change to jobchange based on Upper value. [Paradox924X]
  37. //= 2.12 Added more unused vars to F_ClearGarbage [Lupus]
  38. //= 2.13 Added more unused vars to F_ClearGarbage [Lupus]
  39. //= 2.14 Added old novice variables to F_ClearGarbage. [L0ne_W0lf]
  40. //= 2.15 Added no unused DTS variables to F_ClearGarbage. [L0ne_W0lf]
  41. //============================================================
  42. //////////////////////////////////////////////////////////////////////////////////
  43. // Function that clears job quest variables
  44. //////////////////////////////////////////////////////////////////////////////////
  45. function script F_ClearJobVar {
  46. // Misc ---------------------------------
  47. set JBLVL,0;
  48. set FIRSTAID,0;
  49. set PLAYDEAD,0;
  50. set got_bandage,0;
  51. set got_novnametag,0;
  52. // First Class Jobs ---------------------
  53. set job_acolyte_q,0; set job_acolyte_q2,0;
  54. set job_archer_q,0;
  55. set job_magician_q,0;
  56. set job_merchant_q,0; set job_merchant_q2,0; set job_merchant_q3,0;
  57. set job_sword_q,0; set SWTEST, 0;
  58. set job_thief_q,0;
  59. // Super Novice
  60. set SUPNOV_Q,0;
  61. // 2-1 Jobs ------------------------------
  62. set ASSIN_Q,0; set ASSIN_Q2,0; set ASSIN_Q3,0;
  63. set BSMITH_Q,0; set BSMITH_Q2,0;
  64. set HNTR_Q,0; set HNTR_Q2,0;
  65. set KNIGHT_Q,0; set KNIGHT_Q2,0;
  66. set PRIEST_Q,0; set PRIEST_Q2,0; set PRIEST_Q3,0;
  67. set WIZ_Q,0; set WIZ_Q2,0;
  68. // 2-2 Jobs ------------------------------
  69. set ROGUE_Q,0; set ROGUE_Q2,0;
  70. set ALCH_Q,0; set ALCH_Q2,0;
  71. set CRUS_Q,0;
  72. set MONK_Q,0; set JOB_MONK_C,0;
  73. set SAGE_Q,0; set SAGE_Q2,0;
  74. set DANC_Q,0;
  75. set BARD_Q,0;
  76. // Extended Classes
  77. set TAEK_Q,0; set TK_Q,0;
  78. set STGL_Q,0;
  79. set SOUL_Q,0;
  80. set GUNS_Q,0;
  81. set NINJ_Q,0;
  82. return;
  83. }
  84. function script F_ClearGarbage {
  85. // Clear outdated global VARS
  86. //Clear TURTLE var if the Turtle Islans Quest is already done
  87. if(TURTLE==20) set MISC_QUEST,MISC_QUEST | 65536;
  88. if(MISC_QUEST & 65536) set TURTLE,0; //now clear the var if the quest is over
  89. //Clear previously saved Quest Skills (now it isn't used)
  90. set ADV_QSK,0;
  91. set ADV_QSK2,0;
  92. //Old Seset Skill Event used to use RES_SKILL var
  93. set RES_SKILL,0;
  94. //Here you put outdated variables from your outdated EVENTS
  95. //e.g. Is XMAS done? Add the EVENT var clearing code here.
  96. //due to bugs in BS quest:
  97. set wizard_m2,0;
  98. // Old Novice Ground Variables.
  99. set NEW_MES_FLAG0,0;
  100. set NEW_MES_FLAG1,0;
  101. set NEW_MES_FLAG2,0;
  102. set NEW_MES_FLAG3,0;
  103. set NEW_MES_FLAG4,0;
  104. set NEW_MES_FLAG5,0;
  105. set NEW_LVUP0,0;
  106. set NEW_LVUP1,0;
  107. set NEW_JOBLVUP,0;
  108. // Old DTS variables that are no longer used.
  109. set dtseligible,0;
  110. set MISC_QUEST,MISC_QUEST & ~128;
  111. return;
  112. }
  113. //////////////////////////////////////////////////////////////////////////////////
  114. // Used in REBIRTH scripts
  115. // Class = Internal Class ID
  116. // BaseJob = Base Job (0..23)
  117. // Upper : 0 - Default, 1 - Advanced, 2 - Baby
  118. //////////////////////////////////////////////////////////////////////////////////
  119. function script Job_Change {
  120. jobchange getarg(0),Upper; //Jobchange based on Upper
  121. logmes "CLASS CHANGE: " +strcharinfo(0)+ " become a "+jobname(Class);
  122. return;
  123. }
  124. //////////////////////////////////////////////////////////////////////////////////
  125. // Functions used to spiff up dialoges [Lupus]
  126. //////////////////////////////////////////////////////////////////////////////////
  127. //////////////////////////////////////////////////////////////////////////////////
  128. // *** Function "F_RandMes"
  129. //////////////////////////////////////////////////////////////////////////////////
  130. //returns random string
  131. // Example: check F_Bye or F_Hi functions
  132. // READ AND THINK: You can use it to pick a random number form list:
  133. // set @itemIDfromList, callfunc("F_RandMes",8,1129,1222,1163,1357,1360,1522,1811,1410);
  134. function script F_RandMes {
  135. return getarg(rand(1,getarg(0)));
  136. }
  137. //////////////////////////////////////////////////////////////////////////////////
  138. // *** Function "F_Sex"
  139. //////////////////////////////////////////////////////////////////////////////////
  140. //returns 1st string if female, 2nd string otherwise
  141. // Example: mes callfunc("F_Sex","What a beautiful lady!","What a handsome man!");
  142. function script F_SexMes {
  143. return getarg(Sex);
  144. }
  145. //////////////////////////////////////////////////////////////////////////////////
  146. // *** Function "F_Hi"
  147. //////////////////////////////////////////////////////////////////////////////////
  148. //returns random HELLO message
  149. function script F_Hi {
  150. return callfunc("F_RandMes",5,"Hi!","Hello!","Good day!","How are you?","Hello there.");
  151. }
  152. //////////////////////////////////////////////////////////////////////////////////
  153. // *** Function "F_Bye"
  154. //////////////////////////////////////////////////////////////////////////////////
  155. //returns random BYE message
  156. function script F_Bye {
  157. return callfunc("F_RandMes",6,"Bye. See you again.","Later.","Goodbye.","Good luck!","Have a nice day!","Byebye!!!");
  158. }
  159. //////////////////////////////////////////////////////////////////////////////////
  160. // *** Function "F_ItemName"
  161. //////////////////////////////////////////////////////////////////////////////////
  162. // Returns expanded item name string
  163. //Argumentss
  164. // 0 - Item ID
  165. // 1 - Element N (0=none,1=Ice,2=Earth,3=Fire,4=Wind)
  166. // 2 - VVS meter 0..3
  167. // 3 - Refine
  168. // Example: mes "Show me your "+callfunc("F_ItemName",1201,1,2,5)+"...";
  169. // is equal to: mes "Show me your ^000090 +5 VVS Fire Knife ^000000..."
  170. function script F_ItemName {
  171. set @t$,"^000090";
  172. if(getarg(3)) set @t$,@t$+"+"+getarg(3)+" ";
  173. if(getarg(2)==1) set @t$,@t$+"VS ";
  174. if(getarg(2)==2) set @t$,@t$+"VVS ";
  175. if(getarg(2)==3) set @t$,@t$+"VVVS ";
  176. if(getarg(2)>3) set @t$,@t$+getarg(2)+"xVS ";
  177. if(getarg(1)==1) set @t$,@t$+"Ice ";
  178. if(getarg(1)==2) set @t$,@t$+"Earth ";
  179. if(getarg(1)==3) set @t$,@t$+"Fire ";
  180. if(getarg(1)==4) set @t$,@t$+"Wind ";
  181. if(getarg(1)>4) set @t$,@t$+"Strange ";
  182. return @t$+getitemname(getarg(0))+"^000000";
  183. }
  184. //////////////////////////////////////////////////////////////////////////////////
  185. // *** Function "getJobName" //
  186. // [Usage] : callfunc("getJobName",Class); //
  187. //////////////////////////////////////////////////////////////////////////////////
  188. function script getJobName {
  189. return jobname(getarg(0));
  190. }
  191. //////////////////////////////////////////////////////////////////////////////////
  192. // *** Function "F_SaveQuestSkills": Store learnt quest skills
  193. //////////////////////////////////////////////////////////////////////////////////
  194. function script F_SaveQuestSkills {
  195. set ADV_QSK,0; set ADV_QSK2,0;
  196. //1st classes quest skills
  197. for(set @i, 0; @i < 14; set @i, @i + 1){
  198. if(getskilllv(144+@i)) set ADV_QSK,ADV_QSK|pow(2,@i);
  199. }
  200. //2nd classes quest skills
  201. for(set @i, 0; @i < 19; set @i, @i + 1){
  202. if(getskilllv(1001+@i)) set ADV_QSK2,ADV_QSK2|pow(2,@i);
  203. }
  204. return;
  205. }
  206. //////////////////////////////////////////////////////////////////////////////////
  207. // *** Function "F_Load1Skills": Restore learnt 1st class quest skills
  208. //////////////////////////////////////////////////////////////////////////////////
  209. function script F_Load1Skills {
  210. //1st classes quest skills
  211. for(set @i, 0; @i < 14; set @i, @i + 1){
  212. if(ADV_QSK|pow(2,@i) == ADV_QSK) skill 144+@i,1,0;
  213. }
  214. set ADV_QSK,0; //Clear var
  215. return;
  216. }
  217. //////////////////////////////////////////////////////////////////////////////////
  218. // *** Function "F_Load2Skills": Restore learnt 2nd class quest skills
  219. //////////////////////////////////////////////////////////////////////////////////
  220. function script F_Load2Skills {
  221. //2nd classes quest skills
  222. for(set @i, 0; @i < 19; set @i, @i + 1){
  223. if(ADV_QSK2|pow(2,@i) == ADV_QSK2) skill 1001+@i,1,0;
  224. }
  225. set ADV_QSK2,0; //Clear var
  226. return;
  227. }