Global_Functions.txt 15 KB

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 //= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus]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 // Clear outdated global VARS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