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- //===== rAthena Script =======================================
- //= Global Functions
- //===== Description: =========================================
- //= General script functions.
- //===== Additional Comments: =================================
- //= 1.0 Initial script. [Lupus] [kobra_k88]
- //= Added F_ClearJobVar - on getting a new job it clears all Job Quest variables
- //= Removed individual job check functions as they were redundant [kobra_k88]
- //= 1.3 Added Job Change Function for Baby/Normal Classes
- //= 1.3b a fix, due to const.txt change [Lupus]
- //= 1.4 Added Is_Taekwon_Class: Taekwondo, Star Knight(Gladiator),Soul Linker [Lupus]
- //= 1.5 Added clear of Bard Quest variables. 1.5a updated [Lupus]
- //= 1.6 Added F_RandMes, F_SexMes, F_Hi, F_Bye functions [Lupus]
- //= Moved here useful function 'getJobName'
- //= 1.7 Added "F_ItemName" function, added a great sample for "F_ItemName"
- //= 1.8 Added Job Vars clear for Extended classes: TK,SL,SG [Lupus]
- //= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus]
- //= 1.91 Added "F_SaveQuestSkills","F_Load?Skills" functions [Lupus]
- //= 2.0 Fixed F_Save/LoadQuestSkills functions. Had to split in into 2 vars [Lupus]
- //= 2.01 Added $talk to F_ClearGarbage [Evera]
- //= 2.02 Added $dtsglobalelig and $dts|(1<<6) to F_ClearGarbage [Evera]
- //= 2.03 Added Gunslinger vars to F_ClearJobVar [Lupus]
- //= 2.04 Added dtseligible 2 (becomes MISC_QUEST|128) to F_ClearGarbage [Evera]
- //= 2.05 Book of Devil -> MISC_QUEST|256, clear other Niflheim garbage vars [Lupus]
- //= +more garbage clean
- //= 2.06 Pass to Bio-Lab -> MISC_QUEST|512 [Lupus]
- //= 2.07 Added TK_Q variable clear. 2.08 Added NINJ_Q variable clear [Lupus]
- //= 2.09 Cleared F_ClearGarbage [Lupus]
- //= 2.10 Added F_CheckMaxCount to check count of carrid items. [L0ne_w0lf]
- //= 2.10a Removed function F_CheckMaxCount. Not needed. [L0ne_W0lf]
- //= 2.11 Updated function Job_Change to jobchange based on Upper value. [Paradox924X]
- //= 2.12 Added more unused vars to F_ClearGarbage [Lupus]
- //= 2.13 Added more unused vars to F_ClearGarbage [Lupus]
- //= 2.14 Added old novice variables to F_ClearGarbage. [L0ne_W0lf]
- //= 2.15 Added no unused DTS variables to F_ClearGarbage. [L0ne_W0lf]
- //= 2.16 Added F_GetWeaponType, and F_GetArmorType. [L0ne_W0lf]
- //= 2.17 Renamed 'F_RandMes' to 'F_Rand'. [Euphy]
- //= 2.18 Removed useless 'getJobName' function. [Euphy]
- //= 2.2 Added "F_GetPlural", "F_InsertPlural", "F_InsertArticle", "F_InsertComma", "F_GetNumSuffix". [Euphy]
- //= Standardized descriptions, updated 'F_GetArmorType'.
- //= 2.21 Added format string to "F_InsertPlural" and more checks to "F_GetPlural". [Euphy]
- //= 2.22 Further improvements to "F_GetPlural". [Euphy]
- //= 2.23 Completed article function and added "F_GetArticle". [Euphy]
- //= 2.24 Added functions to check for equipment swap hacks. [Euphy]
- //= 2.25 Added "F_CanOpenStorage" and "F_CanChangeJob". [secretdataz]
- //= 2.26 Added "F_getpositionname". [Capuche]
- //= 2.27 Added "F_GetPlatinumSkills". [mazvi]
- //= 2.28 Added "close3". [Capuche]
- //= 2.29 Updated "F_IsCharm" to support all latest enchants [Everade]
- //============================================================
- //////////////////////////////////////////////////////////////////////////////////
- // Clears job quest variables.
- // -- callfunc "F_ClearJobVar"
- //////////////////////////////////////////////////////////////////////////////////
- function script F_ClearJobVar {
- // Misc ---------------------------------
- set JBLVL,0;
- set FIRSTAID,0;
- set PLAYDEAD,0;
- set got_bandage,0;
- set got_novnametag,0;
- // First Class Jobs ---------------------
- set job_acolyte_q,0; set job_acolyte_q2,0;
- set job_archer_q,0;
- set job_magician_q,0;
- set job_merchant_q,0; set job_merchant_q2,0; set job_merchant_q3,0;
- set job_sword_q,0; set SWTEST, 0;
- set job_thief_q,0;
- // Super Novice
- set SUPNOV_Q,0;
- // 2-1 Jobs ------------------------------
- set ASSIN_Q,0; set ASSIN_Q2,0; set ASSIN_Q3,0;
- set BSMITH_Q,0; set BSMITH_Q2,0;
- set HNTR_Q,0; set HNTR_Q2,0;
- set KNIGHT_Q,0; set KNIGHT_Q2,0;
- set PRIEST_Q,0; set PRIEST_Q2,0; set PRIEST_Q3,0;
- set WIZ_Q,0; set WIZ_Q2,0;
- // 2-2 Jobs ------------------------------
- set ROGUE_Q,0; set ROGUE_Q2,0;
- set ALCH_Q,0; set ALCH_Q2,0;
- set CRUS_Q,0;
- set MONK_Q,0; set JOB_MONK_C,0;
- set SAGE_Q,0; set SAGE_Q2,0;
- set DANC_Q,0;
- set BARD_Q,0;
- // Extended Classes
- set TAEK_Q,0; set TK_Q,0;
- set STGL_Q,0;
- set SOUL_Q,0;
- set GUNS_Q,0;
- set NINJ_Q,0;
- return;
- }
- //////////////////////////////////////////////////////////////////////////////////
- // Clears other unused variables.
- // -- callfunc "F_ClearGarbage"
- //////////////////////////////////////////////////////////////////////////////////
- function script F_ClearGarbage {
- // Clear outdated global VARS
- //Clear TURTLE var if the Turtle Islans Quest is already done
- if(TURTLE==20) set MISC_QUEST,MISC_QUEST | 65536;
- if(MISC_QUEST & 65536) set TURTLE,0; //now clear the var if the quest is over
- //Clear previously saved Quest Skills (now it isn't used)
- set ADV_QSK,0;
- set ADV_QSK2,0;
- //Old Reset Skill Event used to use RES_SKILL var
- set RES_SKILL,0;
- //Here you put outdated variables from your outdated EVENTS
- //e.g. Is XMAS done? Add the EVENT var clearing code here.
-
- //due to bugs in BS quest:
- set wizard_m2,0;
-
- // Old Novice Ground Variables.
- set NEW_MES_FLAG0,0;
- set NEW_MES_FLAG1,0;
- set NEW_MES_FLAG2,0;
- set NEW_MES_FLAG3,0;
- set NEW_MES_FLAG4,0;
- set NEW_MES_FLAG5,0;
- set NEW_LVUP0,0;
- set NEW_LVUP1,0;
- set NEW_JOBLVUP,0;
-
- // Old DTS variables that are no longer used.
- set dtseligible,0;
- set MISC_QUEST,MISC_QUEST & ~128;
-
- return;
- }
- //////////////////////////////////////////////////////////////////////////////////
- // Job change based on Upper value (normal, advanced, baby).
- // -- callfunc "Job_Change",<Class value>;
- // See Job_* constants in 'db/const.txt' for Class values.
- //////////////////////////////////////////////////////////////////////////////////
- function script Job_Change {
- jobchange getarg(0),Upper;
- // logmes "CLASS CHANGE: " +strcharinfo(0)+ " become a "+jobname(Class);
- return;
- }
- //////////////////////////////////////////////////////////////////////////////////
- // Functions used to spiff up dialoges [Lupus]
- //////////////////////////////////////////////////////////////////////////////////
- //////////////////////////////////////////////////////////////////////////////////
- // Returns a random argument.
- // -- callfunc "F_Rand",arg0,arg1,...
- // Example:
- // // You can use it to pick a random number from a list:
- // set @itemIDfromList, callfunc("F_Rand",1129,1222,1163,1357,1360,1522,1811,1410);
- //////////////////////////////////////////////////////////////////////////////////
- function script F_Rand {
- return getarg(rand(getargcount()));
- }
- //////////////////////////////////////////////////////////////////////////////////
- // Returns 1st argument if female, 2nd argument if male.
- // -- callfunc "F_SexMes",argFemale,argMale
- // Example:
- // mes callfunc("F_SexMes","What a beautiful lady!","What a handsome man!");
- //////////////////////////////////////////////////////////////////////////////////
- function script F_SexMes {
- return getarg(Sex);
- }
- //////////////////////////////////////////////////////////////////////////////////
- // Returns random "hello" and "goodbye" messages.
- // -- callfunc "F_Hi"
- // -- callfunc "F_Bye"
- //////////////////////////////////////////////////////////////////////////////////
- function script F_Hi {
- return callfunc("F_Rand","Hi!","Hello!","Good day!","How are you?","Hello there.");
- }
- function script F_Bye {
- return callfunc("F_Rand","Bye. See you again.","Later.","Goodbye.","Good luck!","Have a nice day!","Byebye!!!");
- }
- //////////////////////////////////////////////////////////////////////////////////
- // Returns expanded item name string.
- // -- callfunc "F_ItemName",<item ID>,{<element>{,<VVS meter 0..3>{,<refine rate>}}}
- // Elements: 0=none, 1=Ice, 2=Earth, 3=Fire, 4=Wind
- // Example:
- // // Displays "Show me your ^000090+5 VVS Fire Knife^000000..."
- // mes "Show me your "+callfunc("F_ItemName",1201,1,2,5)+"...";
- //////////////////////////////////////////////////////////////////////////////////
- function script F_ItemName {
- if (getarg(3,0))
- set .@t$,"+"+getarg(3)+" ";
- switch (getarg(2,0)) {
- case 0: break;
- case 1: set .@t$,.@t$+"VS "; break;
- case 2: set .@t$,.@t$+"VVS "; break;
- case 3: set .@t$,.@t$+"VVVS "; break;
- default: set .@t$,.@t$+getarg(2)+"xVS "; break;
- }
- switch (getarg(1,0)) {
- case 0: break;
- case 1: set .@t$,.@t$+"Ice "; break;
- case 2: set .@t$,.@t$+"Earth "; break;
- case 3: set .@t$,.@t$+"Fire "; break;
- case 4: set .@t$,.@t$+"Wind "; break;
- default: set .@t$,.@t$+"Strange "; break;
- }
- return "^000090"+.@t$+getitemname(getarg(0))+"^000000";
- }
- //////////////////////////////////////////////////////////////////////////////////
- // Stores learnt quest skills as variables ADV_QSK and ADV_QSK2.
- // -- callfunc "F_SaveQuestSkills"
- //
- // Restores learnt 1st class quest skills.
- // -- callfunc "F_Load1Skills"
- //
- // Restores learnt 2nd class quest skills.
- // -- callfunc "F_Load2Skills"
- //////////////////////////////////////////////////////////////////////////////////
- function script F_SaveQuestSkills {
- set ADV_QSK,0; set ADV_QSK2,0;
- //1st classes quest skills
- for(set .@i, 0; .@i < 14; set .@i, .@i + 1){
- if(getskilllv(144+.@i)) set ADV_QSK,ADV_QSK|pow(2,.@i);
- }
- //2nd classes quest skills
- for(set .@i, 0; .@i < 19; set .@i, .@i + 1){
- if(getskilllv(1001+.@i)) set ADV_QSK2,ADV_QSK2|pow(2,.@i);
- }
- return;
- }
- function script F_Load1Skills {
- for(set .@i, 0; .@i < 14; set .@i, .@i + 1){
- if(ADV_QSK|pow(2,.@i) == ADV_QSK) skill 144+.@i,1,0;
- }
- set ADV_QSK,0; //Clear var
- return;
- }
- function script F_Load2Skills {
- for(set .@i, 0; .@i < 19; set .@i, .@i + 1){
- if(ADV_QSK2|pow(2,.@i) == ADV_QSK2) skill 1001+.@i,1,0;
- }
- set ADV_QSK2,0; //Clear var
- return;
- }
- //////////////////////////////////////////////////////////////////////////////////
- // Returns weapon type, based on view.
- // -- callfunc "F_GetWeaponType",<weapon ID>
- //
- // Returns equipment type, based on equip location.
- // -- callfunc "F_GetArmorType",<item ID>
- //////////////////////////////////////////////////////////////////////////////////
- function script F_GetWeaponType {
- switch(getiteminfo(getarg(0), ITEMINFO_VIEW)) {
- case 1: return "Dagger"; break;
- case 2: return "One-handed Sword"; break;
- case 3: return "Two-handed Sword"; break;
- case 4: return "One-handed Spear"; break;
- case 5: return "Two-handed Spear"; break;
- case 6: return "One-handed Axe"; break;
- case 7: return "Two-handed Axe"; break;
- case 8: return "Mace"; break;
- //case 9: return "Unused"; break;
- case 10: return "Staff"; break;
- case 11: return "Bow"; break;
- case 12: return "Knuckle"; break;
- case 13: return "Instrument"; break;
- case 14: return "Whip"; break;
- case 15: return "Book"; break;
- case 16: return "Katar"; break;
- case 17: return "Revolver"; break;
- case 18: return "Rifle"; break;
- case 19: return "Gatling gun"; break;
- case 20: return "Shotgun"; break;
- case 21: return "Grenade Launcher"; break;
- case 22: return "Shuriken"; break;
- default: return "Unknown Weapon"; break;
- }
- end;
- }
- function script F_GetArmorType {
- switch(getiteminfo(getarg(0), ITEMINFO_LOCATIONS)) {
- case EQP_HEAD_LOW:
- return "Lower Headgear";
- case EQP_HAND_R:
- return callfunc("F_GetWeaponType",getarg(0));
- case EQP_GARMENT:
- return "Garment";
- case EQP_ACC_L:
- case EQP_ACC_R:
- case EQP_ACC_RL:
- return "Accessory";
- case EQP_ARMOR:
- return "Armor";
- case EQP_HAND_L:
- return "Shield";
- case EQP_SHOES:
- return "Shoes";
- case EQP_HEAD_TOP:
- return "Upper Headgear";
- case EQP_HEAD_MID:
- return "Middle Headgear";
- case EQP_COSTUME_HEAD_TOP:
- return "Costume Upper Headgear";
- case EQP_COSTUME_HEAD_MID:
- return "Costume Midle Headgear";
- case EQP_COSTUME_HEAD_LOW:
- return "Costume Lower Headgear";
- case EQP_COSTUME_GARMENT:
- return "Costume Garment";
- case EQP_AMMO:
- return "Ammo";
- case EQP_SHADOW_ARMOR:
- return "Shadow Armor";
- case EQP_SHADOW_WEAPON:
- return "Shadow Weapon";
- case EQP_SHADOW_SHIELD:
- return "Shadow Shield";
- case EQP_SHADOW_SHOES:
- return "Shadow Shoes";
- case EQP_SHADOW_ACC_R:
- case EQP_SHADOW_ACC_L:
- case EQP_SHADOW_ACC_RL:
- return "Shadow Accessory";
- default:
- return "Unknown Equip";
- }
- }
- //////////////////////////////////////////////////////////////////////////////////
- // Returns time remaining in a readable format.
- // The argument is subtracted from UNIX epoch time, or 'gettimetick(2)'.
- // -- callfunc "Time2Str",<tick in UNIX epoch time>
- // Example:
- // // Displays "Time left: 1 day, 1 hour, 8 minutes, 20 seconds"
- // set .@Timer, gettimetick(2) + 90500;
- // mes "Time left: " + callfunc("Time2Str",.@Timer);
- //////////////////////////////////////////////////////////////////////////////////
- function script Time2Str {
- set .@Time_Left, getarg(0) - gettimetick(2);
-
- set .@Days, .@Time_Left / 86400;
- set .@Time_Left, .@Time_Left - (.@Days * 86400);
- set .@Hours, .@Time_Left / 3600;
- set .@Time_Left, .@Time_Left - (.@Hours * 3600);
- set .@Minutes, .@Time_Left / 60;
- set .@Time_Left, .@Time_Left - (.@Minutes * 60);
-
- set .@Time$, "";
- if( .@Days > 1 )
- set .@Time$, .@Time$ + .@Days + " days, ";
- else if( .@Days > 0 )
- set .@Time$, .@Time$ + .@Days + " day, ";
- if( .@Hours > 1 )
- set .@Time$, .@Time$ + .@Hours + " hours, ";
- else if( .@Hours > 0 )
- set .@Time$, .@Time$ + .@Hours + " hour, ";
- if( .@Minutes > 1 )
- set .@Time$, .@Time$ + .@Minutes + " minutes, ";
- else if( .@Minutes > 0 )
- set .@Time$, .@Time$ + .@Minutes + " minute, ";
- if( .@Time_Left > 1 || .@Time_Left == 0 )
- set .@Time$, .@Time$ + .@Time_Left + " seconds";
- else if( .@Time_Left == 1 )
- set .@Time$, .@Time$ + .@Time_Left + " second";
-
- return .@Time$;
- }
- //////////////////////////////////////////////////////////////////////////////////
- // Checks if equipment has been swapped (i.e. via hacks).
- // The function checks the current equipment at a position against the supplied
- // values, and logs any mismatches.
- // Returns 0 if match, 1 if mismatch.
- // -- callfunc "F_IsEquipIDHack",<equip position>,<equip ID>
- // -- callfunc "F_IsEquipRefineHack",<equip position>,<refine>
- // -- callfunc "F_IsEquipCardHack",<equip position>,<card 0>,<card 1>,<card 2>,<card 3>
- //////////////////////////////////////////////////////////////////////////////////
- function script F_IsEquipIDHack {
- set .@id_chk, getequipid(getarg(0));
- set .@id, getarg(1);
- if (.@id != .@id_chk) {
- logmes "Hack: Tried to swap equip " + getitemname(.@id) + " for " + getitemname(.@id_chk) + ".";
- return 1;
- }
- return 0;
- }
- function script F_IsEquipRefineHack {
- set .@refine_chk, getequiprefinerycnt(getarg(0));
- set .@refine, getarg(1);
- if (.@refine != .@refine_chk) {
- logmes "Hack: Tried to swap equip with refine +" + .@refine + " for +" + .@refine_chk + ".";
- return 1;
- }
- return 0;
- }
- function script F_IsEquipCardHack {
- set .@pos, getarg(0);
- for (set .@i,0; .@i < 4; set .@i, .@i+1) {
- set .@card, getarg(.@i + 1);
- set .@card_chk, getequipcardid(.@pos, .@i);
- if (.@card != .@card_chk) {
- logmes "Hack: Tried to swap card " + getitemname(.@card) + " for " + getitemname(.@card_chk) + ".";
- return 1;
- }
- }
- return 0;
- }
- //////////////////////////////////////////////////////////////////////////////////
- // Functions for text manipulation [Euphy]
- //////////////////////////////////////////////////////////////////////////////////
- //////////////////////////////////////////////////////////////////////////////////
- // Returns the plural of a noun - works in most cases, but not for everything!
- // -- callfunc "F_GetPlural","<noun>"{,<0:normal/1:uppercase>}
- // Examples:
- // callfunc("F_GetPlural","dog") // returns "dogs"
- // callfunc("F_GetPlural","fox",1) // returns "FOXES"
- // callfunc("F_GetPlural","knife") // returns "knives"
- // callfunc("F_GetPlural","Piece of Cake") // returns "Pieces of Cake"
- //
- // Returns the plural of a noun if the given number is not 1.
- // -- callfunc "F_InsertPlural",<number>,"<noun>"{,<0:normal/1:uppercase>{,"<format string>"}}
- // Format string uses sprintf(), and MUST contain %d (arg0) and %s (arg1), in that order.
- // Examples:
- // callfunc("F_InsertPlural",1,"dog") // returns "1 dog"
- // callfunc("F_InsertPlural",3,"fox",1) // returns "3 FOXES"
- // // returns "^FF00005^000000 knives"
- // callfunc("F_InsertPlural",5,"knife",0,"^FF0000%d^000000 %s")
- //////////////////////////////////////////////////////////////////////////////////
- function script F_GetPlural {
- set .@str$, getarg(0);
- if (countstr(.@str$," ")) { // multiple words
- explode(.@tmp$,.@str$," ");
- set .@size, getarraysize(.@tmp$);
- // if format is "... of|in|on ...", pluralize preceding word; else pluralize last word
- if (compare(.@str$," of ") || compare(.@str$," in ") || compare(.@str$," on ")) {
- for (set .@i,1; .@i<.@size; set .@i,.@i+1) {
- if (getstrlen(.@tmp$[.@i]) == 2 && compare("of|in|on",.@tmp$[.@i]))
- break;
- set .@index, .@index + 1;
- }
- } else
- set .@index, .@size - 1;
- set .@str$, .@tmp$[.@index];
- set .@tmp$[.@index],"%s";
- set .@format$, implode(.@tmp$," ");
- } else
- set .@format$, "%s";
- set .@strlen, getstrlen(.@str$);
- if (.@strlen < 3) // prevent errors
- return ((getarg(1,0)) ? strtoupper(sprintf(.@format$,.@str$)) : sprintf(.@format$,.@str$));
- setarray .@suffix$[0], charat(.@str$,.@strlen - 1), substr(.@str$,.@strlen - 2,.@strlen - 1);
- if (!compare("abcdefghijklmnopqrstuvwxyz",.@suffix$[0])) { // last character is not a letter
- set .@result$, .@str$;
- }
- // common exceptions --> singular form == plural form
- else if (compare("fish|glasses|sunglasses|clothes|boots|shoes|greaves|sandals|wings|ears",.@str$)) {
- set .@result$, .@str$;
- }
- // ends in -s, -x, -z, -ch, -sh --> add -es
- else if (.@suffix$[0] == "s" || .@suffix$[0] == "x" || .@suffix$[0] == "z" ||
- .@suffix$[1] == "ch" || .@suffix$[1] == "sh") {
- set .@result$, .@str$ + "es";
- }
- // ends in -f, -fe --> remove -f, -fe --> add -ves
- else if ((.@suffix$[0] == "f" || .@suffix$[1] == "fe") && .@suffix$[1] != "ff") {
- if (compare("belief|cliff|chief|dwarf|grief|gulf|proof|roof",.@str$))
- set .@result$, .@str$ + "s"; // exceptions --> add -s
- else
- set .@result$, substr(.@str$,0,.@strlen - 2 - (.@suffix$[1] == "fe")) + "ves";
- }
-
- // ends in consonant + -y --> remove -y --> add -ies
- else if (.@suffix$[0] == "y" && !compare("aeiou",charat(.@suffix$[1],0))) {
- set .@result$, delchar(.@str$,.@strlen - 1) + "ies";
- }
- // ends in -o --> exceptions --> add -es
- else if (.@suffix$[0] == "o" &&
- compare("buffalo|domino|echo|grotto|halo|hero|mango|mosquito|potato|tomato|tornado|torpedo|veto|volcano",.@str$)) {
- set .@result$, .@str$ + "es";
- }
- // default --> add -s
- else {
- set .@result$, .@str$ + "s";
- }
- return ((getarg(1,0)) ? strtoupper(sprintf(.@format$,.@result$)) : sprintf(.@format$,.@result$));
- }
- function script F_InsertPlural {
- return sprintf(getarg(3,"%d %s"), getarg(0), ((getarg(0) == 1) ? getarg(1) : callfunc("F_GetPlural",getarg(1),getarg(2,0))));
- }
- //////////////////////////////////////////////////////////////////////////////////
- // Returns 'a' or 'an' based on a word.
- // -- callfunc "F_GetArticle","<noun>";
- // Examples:
- // callfunc("F_GetArticle","Apple") // returns "an"
- // callfunc("F_GetArticle","dog") // returns "a"
- //
- // Returns 'a' or 'an' based on a word, followed by the word.
- // -- callfunc "F_InsertArticle","<word>"{,<0:lowercase a/1:uppercase A>}
- // Examples:
- // callfunc("F_InsertArticle","Apple") // returns "an Apple"
- // callfunc("F_InsertArticle","dog",1) // returns "A dog"
- //////////////////////////////////////////////////////////////////////////////////
- function script F_GetArticle {
- set .@str$, strtolower(getarg(0));
- // not a word
- if (!charisalpha(.@str$,0))
- return "a";
- // 1-letter words
- if (getstrlen(.@str$) == 1) {
- if (strpos("aefhilmnorsx",.@str$) > -1)
- return "an";
- else
- return "a";
- }
- // special cases
- if (preg_match("(euler|hour(?!i)|heir|honest|hono)",.@str$))
- return "an";
- // consonants
- if (preg_match("^[^aeiouy]",.@str$))
- return "a";
- // special vowel forms
- if (preg_match("^e[uw]",.@str$) || preg_match("^onc?e\b",.@str$) || preg_match("^uni([^nmd]|mo)",.@str$) || preg_match("^u[bcfhjkqrst][aeiou]",.@str$))
- return "a";
- if (preg_match("^ut[th]",.@str$))
- return "an";
- // special capitals (rare)
- //if (preg_match("^U[NK][AIEO]?",getarg(0)))
- // return "a";
- // vowels
- if (preg_match("^[aeiou]",.@str$))
- return "an";
- // y... (rare)
- //if (preg_match("^(y(b[lor]|cl[ea]|fere|gg|p[ios]|rou|tt))",.@str$))
- // return "an";
- return "a";
- }
- function script F_InsertArticle {
- set .@article$, callfunc("F_GetArticle",getarg(0));
- return sprintf("%s %s", ((getarg(1,0)) ? replacestr(.@article$,"a","A") : .@article$), getarg(0));
- }
- //////////////////////////////////////////////////////////////////////////////////
- // Returns a number with commas between every three digits.
- // -- callfunc "F_InsertComma",<number>
- // Examples:
- // callfunc("F_InsertComma",7777777) // returns "7,777,777"
- //////////////////////////////////////////////////////////////////////////////////
- function script F_InsertComma {
- set .@str$, getarg(0);
- for (set .@i,getstrlen(.@str$)-3; .@i>0; set .@i,.@i-3)
- set .@str$, insertchar(.@str$,",",.@i);
- return .@str$;
- }
- //////////////////////////////////////////////////////////////////////////////////
- // Returns a number with a '-st', '-nd', '-rd', or '-th' suffix.
- // -- callfunc "F_GetNumSuffix",<number>
- // Examples:
- // callfunc("F_GetNumSuffix",1) // returns "1st"
- // callfunc("F_GetNumSuffix",11) // returns "11th"
- // callfunc("F_GetNumSuffix",32) // returns "32nd"
- //////////////////////////////////////////////////////////////////////////////////
- function script F_GetNumSuffix {
- set .@n, getarg(0);
- set .@mod, .@n % 10;
- if (.@mod == 1 && .@n != 11) return .@n+"st";
- else if (.@mod == 2 && .@n != 12) return .@n+"nd";
- else if (.@mod == 3 && .@n != 13) return .@n+"rd";
- else return .@n+"th";
- }
- //////////////////////////////////////////////////////////////////////////////////
- // Indicate if attached player can open storage
- //////////////////////////////////////////////////////////////////////////////////
- function script F_CanOpenStorage {
- return (!basicskillcheck() || !(getskilllv("NV_BASIC") < 6 && getskilllv("SU_BASIC_SKILL") < 1));
- }
- //////////////////////////////////////////////////////////////////////////////////
- // Indicate if attached player can advance to class 1 by checking
- // basic skill level 9.
- //////////////////////////////////////////////////////////////////////////////////
- function script F_CanChangeJob {
- return (!basicskillcheck() || getskilllv("NV_BASIC") > 8);
- }
- //////////////////////////////////////////////////////////////////////////////////
- // Return the position name of the EQI_* equipment slot.
- //////////////////////////////////////////////////////////////////////////////////
- function script F_getpositionname {
- switch( getarg(0,999) ) {
- case EQI_ACC_L: return "Accessory 1";
- case EQI_ACC_R: return "Accessory 2";
- case EQI_SHOES: return "Shoes";
- case EQI_GARMENT: return "Robe";
- case EQI_HEAD_LOW: return "Head 3";
- case EQI_HEAD_MID: return "Head 2";
- case EQI_HEAD_TOP: return "Head";
- case EQI_ARMOR: return "Body";
- case EQI_HAND_L: return "Left hand";
- case EQI_HAND_R: return "Right hand";
- case EQI_COSTUME_HEAD_TOP: return "Upper Costume Headgear";
- case EQI_COSTUME_HEAD_MID: return "Middle Costume Headgear";
- case EQI_COSTUME_HEAD_LOW: return "Lower Costume Headgear";
- case EQI_COSTUME_GARMENT: return "Costume Garment";
- case EQI_AMMO: return "Arrow/Ammunition";
- case EQI_SHADOW_ARMOR: return "Shadow Armor";
- case EQI_SHADOW_WEAPON: return "Shadow Weapon";
- case EQI_SHADOW_SHIELD: return "Shadow Shield";
- case EQI_SHADOW_SHOES: return "Shadow Shoes";
- case EQI_SHADOW_ACC_R: return "Shadow Accessory 2";
- case EQI_SHADOW_ACC_L: return "Shadow Accessory 1";
- default:
- return "Unknown";
- }
- }
- //////////////////////////////////////////////////////////////////////////////////
- // Gives attached player their Platinum Skill based on their class.
- //////////////////////////////////////////////////////////////////////////////////
- function script F_GetPlatinumSkills {
- skill "NV_FIRSTAID",1,SKILL_PERM;
- switch (BaseClass) {
- case Job_Novice:
- if (Class != Job_Super_Novice)
- skill "NV_TRICKDEAD",1,SKILL_PERM;
- break;
- case Job_Swordman:
- skill "SM_MOVINGRECOVERY",1,SKILL_PERM;
- skill "SM_FATALBLOW",1,SKILL_PERM;
- skill "SM_AUTOBERSERK",1,SKILL_PERM;
- break;
- case Job_Mage:
- skill "MG_ENERGYCOAT",1,SKILL_PERM;
- break;
- case Job_Archer:
- skill "AC_MAKINGARROW",1,SKILL_PERM;
- skill "AC_CHARGEARROW",1,SKILL_PERM;
- break;
- case Job_Acolyte:
- skill "AL_HOLYLIGHT",1,SKILL_PERM;
- break;
- case Job_Merchant:
- skill "MC_CARTREVOLUTION",1,SKILL_PERM;
- skill "MC_CHANGECART",1,SKILL_PERM;
- skill "MC_LOUD",1,SKILL_PERM;
- if(PACKETVER >= 20150826)
- skill "MC_CARTDECORATE",1,SKILL_PERM;
- break;
- case Job_Thief:
- skill "TF_SPRINKLESAND",1,SKILL_PERM;
- skill "TF_BACKSLIDING",1,SKILL_PERM;
- skill "TF_PICKSTONE",1,SKILL_PERM;
- skill "TF_THROWSTONE",1,SKILL_PERM;
- break;
- default:
- break;
- }
- switch (BaseJob) {
- case Job_Knight:
- skill "KN_CHARGEATK",1,SKILL_PERM;
- break;
- case Job_Priest:
- skill "PR_REDEMPTIO",1,SKILL_PERM;
- break;
- case Job_Wizard:
- skill "WZ_SIGHTBLASTER",1,SKILL_PERM;
- break;
- case Job_Blacksmith:
- skill "BS_UNFAIRLYTRICK",1,SKILL_PERM;
- skill "BS_GREED",1,SKILL_PERM;
- break;
- case Job_Hunter:
- skill "HT_PHANTASMIC",1,SKILL_PERM;
- break;
- case Job_Assassin:
- skill "AS_SONICACCEL",1,SKILL_PERM;
- skill "AS_VENOMKNIFE",1,SKILL_PERM;
- break;
- case Job_Crusader:
- skill "CR_SHRINK",1,SKILL_PERM;
- break;
- case Job_Monk:
- skill "MO_KITRANSLATION",1,SKILL_PERM;
- skill "MO_BALKYOUNG",1,SKILL_PERM;
- break;
- case Job_Sage:
- skill "SA_CREATECON",1,SKILL_PERM;
- skill "SA_ELEMENTWATER",1,SKILL_PERM;
- skill "SA_ELEMENTGROUND",1,SKILL_PERM;
- skill "SA_ELEMENTFIRE",1,SKILL_PERM;
- skill "SA_ELEMENTWIND",1,SKILL_PERM;
- break;
- case Job_Rogue:
- skill "RG_CLOSECONFINE",1,SKILL_PERM;
- break;
- case Job_Alchemist:
- skill "AM_BIOETHICS",1,SKILL_PERM;
- break;
- case Job_Bard:
- skill "BA_PANGVOICE",1,SKILL_PERM;
- break;
- case Job_Dancer:
- skill "DC_WINKCHARM",1,SKILL_PERM;
- break;
- default:
- break;
- }
- return;
- }
- //////////////////////////////////////////////////////////////////////////////////
- // Return true if the card is a charm (enchant card), false otherwise.
- //////////////////////////////////////////////////////////////////////////////////
- function script F_IsCharm {
- .@id = getarg(0);
- return ((.@id >= 4700 && .@id <= 4999) || (.@id >= 29000 && .@id <= 29689) || (.@id >= 310000 && .@id <= 311091 ));
- }
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