Global_Functions.txt 26 KB

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  1. //===== rAthena Script =======================================
  2. //= Global Functions
  3. //===== Description: =========================================
  4. //= General script functions.
  5. //===== Additional Comments: =================================
  6. //= 1.0 Initial script. [Lupus] [kobra_k88]
  7. //= Added F_ClearJobVar - on getting a new job it clears all Job Quest variables
  8. //= Removed individual job check functions as they were redundant [kobra_k88]
  9. //= 1.3 Added Job Change Function for Baby/Normal Classes
  10. //= 1.3b a fix, due to const.txt change [Lupus]
  11. //= 1.4 Added Is_Taekwon_Class: Taekwondo, Star Knight(Gladiator),Soul Linker [Lupus]
  12. //= 1.5 Added clear of Bard Quest variables. 1.5a updated [Lupus]
  13. //= 1.6 Added F_RandMes, F_SexMes, F_Hi, F_Bye functions [Lupus]
  14. //= Moved here useful function 'getJobName'
  15. //= 1.7 Added "F_ItemName" function, added a great sample for "F_ItemName"
  16. //= 1.8 Added Job Vars clear for Extended classes: TK,SL,SG [Lupus]
  17. //= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus]
  18. //= 1.91 Added "F_SaveQuestSkills","F_Load?Skills" functions [Lupus]
  19. //= 2.0 Fixed F_Save/LoadQuestSkills functions. Had to split in into 2 vars [Lupus]
  20. //= 2.01 Added $talk to F_ClearGarbage [Evera]
  21. //= 2.02 Added $dtsglobalelig and $dts|(1<<6) to F_ClearGarbage [Evera]
  22. //= 2.03 Added Gunslinger vars to F_ClearJobVar [Lupus]
  23. //= 2.04 Added dtseligible 2 (becomes MISC_QUEST|128) to F_ClearGarbage [Evera]
  24. //= 2.05 Book of Devil -> MISC_QUEST|256, clear other Niflheim garbage vars [Lupus]
  25. //= +more garbage clean
  26. //= 2.06 Pass to Bio-Lab -> MISC_QUEST|512 [Lupus]
  27. //= 2.07 Added TK_Q variable clear. 2.08 Added NINJ_Q variable clear [Lupus]
  28. //= 2.09 Cleared F_ClearGarbage [Lupus]
  29. //= 2.10 Added F_CheckMaxCount to check count of carrid items. [L0ne_w0lf]
  30. //= 2.10a Removed function F_CheckMaxCount. Not needed. [L0ne_W0lf]
  31. //= 2.11 Updated function Job_Change to jobchange based on Upper value. [Paradox924X]
  32. //= 2.12 Added more unused vars to F_ClearGarbage [Lupus]
  33. //= 2.13 Added more unused vars to F_ClearGarbage [Lupus]
  34. //= 2.14 Added old novice variables to F_ClearGarbage. [L0ne_W0lf]
  35. //= 2.15 Added no unused DTS variables to F_ClearGarbage. [L0ne_W0lf]
  36. //= 2.16 Added F_GetWeaponType, and F_GetArmorType. [L0ne_W0lf]
  37. //= 2.17 Renamed 'F_RandMes' to 'F_Rand'. [Euphy]
  38. //= 2.18 Removed useless 'getJobName' function. [Euphy]
  39. //= 2.2 Added "F_GetPlural", "F_InsertPlural", "F_InsertArticle", "F_InsertComma", "F_GetNumSuffix". [Euphy]
  40. //= Standardized descriptions, updated 'F_GetArmorType'.
  41. //= 2.21 Added format string to "F_InsertPlural" and more checks to "F_GetPlural". [Euphy]
  42. //= 2.22 Further improvements to "F_GetPlural". [Euphy]
  43. //= 2.23 Completed article function and added "F_GetArticle". [Euphy]
  44. //= 2.24 Added functions to check for equipment swap hacks. [Euphy]
  45. //= 2.25 Added "F_CanOpenStorage" and "F_CanChangeJob". [secretdataz]
  46. //= 2.26 Added "F_getpositionname". [Capuche]
  47. //= 2.27 Added "F_GetPlatinumSkills". [mazvi]
  48. //============================================================
  49. //////////////////////////////////////////////////////////////////////////////////
  50. // Clears job quest variables.
  51. // -- callfunc "F_ClearJobVar"
  52. //////////////////////////////////////////////////////////////////////////////////
  53. function script F_ClearJobVar {
  54. // Misc ---------------------------------
  55. set JBLVL,0;
  56. set FIRSTAID,0;
  57. set PLAYDEAD,0;
  58. set got_bandage,0;
  59. set got_novnametag,0;
  60. // First Class Jobs ---------------------
  61. set job_acolyte_q,0; set job_acolyte_q2,0;
  62. set job_archer_q,0;
  63. set job_magician_q,0;
  64. set job_merchant_q,0; set job_merchant_q2,0; set job_merchant_q3,0;
  65. set job_sword_q,0; set SWTEST, 0;
  66. set job_thief_q,0;
  67. // Super Novice
  68. set SUPNOV_Q,0;
  69. // 2-1 Jobs ------------------------------
  70. set ASSIN_Q,0; set ASSIN_Q2,0; set ASSIN_Q3,0;
  71. set BSMITH_Q,0; set BSMITH_Q2,0;
  72. set HNTR_Q,0; set HNTR_Q2,0;
  73. set KNIGHT_Q,0; set KNIGHT_Q2,0;
  74. set PRIEST_Q,0; set PRIEST_Q2,0; set PRIEST_Q3,0;
  75. set WIZ_Q,0; set WIZ_Q2,0;
  76. // 2-2 Jobs ------------------------------
  77. set ROGUE_Q,0; set ROGUE_Q2,0;
  78. set ALCH_Q,0; set ALCH_Q2,0;
  79. set CRUS_Q,0;
  80. set MONK_Q,0; set JOB_MONK_C,0;
  81. set SAGE_Q,0; set SAGE_Q2,0;
  82. set DANC_Q,0;
  83. set BARD_Q,0;
  84. // Extended Classes
  85. set TAEK_Q,0; set TK_Q,0;
  86. set STGL_Q,0;
  87. set SOUL_Q,0;
  88. set GUNS_Q,0;
  89. set NINJ_Q,0;
  90. return;
  91. }
  92. //////////////////////////////////////////////////////////////////////////////////
  93. // Clears other unused variables.
  94. // -- callfunc "F_ClearGarbage"
  95. //////////////////////////////////////////////////////////////////////////////////
  96. function script F_ClearGarbage {
  97. // Clear outdated global VARS
  98. //Clear TURTLE var if the Turtle Islans Quest is already done
  99. if(TURTLE==20) set MISC_QUEST,MISC_QUEST | 65536;
  100. if(MISC_QUEST & 65536) set TURTLE,0; //now clear the var if the quest is over
  101. //Clear previously saved Quest Skills (now it isn't used)
  102. set ADV_QSK,0;
  103. set ADV_QSK2,0;
  104. //Old Reset Skill Event used to use RES_SKILL var
  105. set RES_SKILL,0;
  106. //Here you put outdated variables from your outdated EVENTS
  107. //e.g. Is XMAS done? Add the EVENT var clearing code here.
  108. //due to bugs in BS quest:
  109. set wizard_m2,0;
  110. // Old Novice Ground Variables.
  111. set NEW_MES_FLAG0,0;
  112. set NEW_MES_FLAG1,0;
  113. set NEW_MES_FLAG2,0;
  114. set NEW_MES_FLAG3,0;
  115. set NEW_MES_FLAG4,0;
  116. set NEW_MES_FLAG5,0;
  117. set NEW_LVUP0,0;
  118. set NEW_LVUP1,0;
  119. set NEW_JOBLVUP,0;
  120. // Old DTS variables that are no longer used.
  121. set dtseligible,0;
  122. set MISC_QUEST,MISC_QUEST & ~128;
  123. return;
  124. }
  125. //////////////////////////////////////////////////////////////////////////////////
  126. // Job change based on Upper value (normal, advanced, baby).
  127. // -- callfunc "Job_Change",<Class value>;
  128. // See Job_* constants in 'db/const.txt' for Class values.
  129. //////////////////////////////////////////////////////////////////////////////////
  130. function script Job_Change {
  131. jobchange getarg(0),Upper;
  132. // logmes "CLASS CHANGE: " +strcharinfo(0)+ " become a "+jobname(Class);
  133. return;
  134. }
  135. //////////////////////////////////////////////////////////////////////////////////
  136. // Functions used to spiff up dialoges [Lupus]
  137. //////////////////////////////////////////////////////////////////////////////////
  138. //////////////////////////////////////////////////////////////////////////////////
  139. // Returns a random argument.
  140. // -- callfunc "F_Rand",arg0,arg1,...
  141. // Example:
  142. // // You can use it to pick a random number from a list:
  143. // set @itemIDfromList, callfunc("F_Rand",1129,1222,1163,1357,1360,1522,1811,1410);
  144. //////////////////////////////////////////////////////////////////////////////////
  145. function script F_Rand {
  146. return getarg(rand(getargcount()));
  147. }
  148. //////////////////////////////////////////////////////////////////////////////////
  149. // Returns 1st argument if female, 2nd argument if male.
  150. // -- callfunc "F_Sex",argFemale,argMale
  151. // Example:
  152. // mes callfunc("F_Sex","What a beautiful lady!","What a handsome man!");
  153. //////////////////////////////////////////////////////////////////////////////////
  154. function script F_SexMes {
  155. return getarg(Sex);
  156. }
  157. //////////////////////////////////////////////////////////////////////////////////
  158. // Returns random "hello" and "goodbye" messages.
  159. // -- callfunc "F_Hi"
  160. // -- callfunc "F_Bye"
  161. //////////////////////////////////////////////////////////////////////////////////
  162. function script F_Hi {
  163. return callfunc("F_Rand","Hi!","Hello!","Good day!","How are you?","Hello there.");
  164. }
  165. function script F_Bye {
  166. return callfunc("F_Rand","Bye. See you again.","Later.","Goodbye.","Good luck!","Have a nice day!","Byebye!!!");
  167. }
  168. //////////////////////////////////////////////////////////////////////////////////
  169. // Returns expanded item name string.
  170. // -- callfunc "F_ItemName",<item ID>,{<element>{,<VVS meter 0..3>{,<refine rate>}}}
  171. // Elements: 0=none, 1=Ice, 2=Earth, 3=Fire, 4=Wind
  172. // Example:
  173. // // Displays "Show me your ^000090+5 VVS Fire Knife^000000..."
  174. // mes "Show me your "+callfunc("F_ItemName",1201,1,2,5)+"...";
  175. //////////////////////////////////////////////////////////////////////////////////
  176. function script F_ItemName {
  177. if (getarg(3,0))
  178. set .@t$,"+"+getarg(3)+" ";
  179. switch (getarg(2,0)) {
  180. case 0: break;
  181. case 1: set .@t$,.@t$+"VS "; break;
  182. case 2: set .@t$,.@t$+"VVS "; break;
  183. case 3: set .@t$,.@t$+"VVVS "; break;
  184. default: set .@t$,.@t$+getarg(2)+"xVS "; break;
  185. }
  186. switch (getarg(1,0)) {
  187. case 0: break;
  188. case 1: set .@t$,.@t$+"Ice "; break;
  189. case 2: set .@t$,.@t$+"Earth "; break;
  190. case 3: set .@t$,.@t$+"Fire "; break;
  191. case 4: set .@t$,.@t$+"Wind "; break;
  192. default: set .@t$,.@t$+"Strange "; break;
  193. }
  194. return "^000090"+.@t$+getitemname(getarg(0))+"^000000";
  195. }
  196. //////////////////////////////////////////////////////////////////////////////////
  197. // Stores learnt quest skills as variables ADV_QSK and ADV_QSK2.
  198. // -- callfunc "F_SaveQuestSkills"
  199. //
  200. // Restores learnt 1st class quest skills.
  201. // -- callfunc "F_Load1Skills"
  202. //
  203. // Restores learnt 2nd class quest skills.
  204. // -- callfunc "F_Load2Skills"
  205. //////////////////////////////////////////////////////////////////////////////////
  206. function script F_SaveQuestSkills {
  207. set ADV_QSK,0; set ADV_QSK2,0;
  208. //1st classes quest skills
  209. for(set .@i, 0; .@i < 14; set .@i, .@i + 1){
  210. if(getskilllv(144+.@i)) set ADV_QSK,ADV_QSK|pow(2,.@i);
  211. }
  212. //2nd classes quest skills
  213. for(set .@i, 0; .@i < 19; set .@i, .@i + 1){
  214. if(getskilllv(1001+.@i)) set ADV_QSK2,ADV_QSK2|pow(2,.@i);
  215. }
  216. return;
  217. }
  218. function script F_Load1Skills {
  219. for(set .@i, 0; .@i < 14; set .@i, .@i + 1){
  220. if(ADV_QSK|pow(2,.@i) == ADV_QSK) skill 144+.@i,1,0;
  221. }
  222. set ADV_QSK,0; //Clear var
  223. return;
  224. }
  225. function script F_Load2Skills {
  226. for(set .@i, 0; .@i < 19; set .@i, .@i + 1){
  227. if(ADV_QSK2|pow(2,.@i) == ADV_QSK2) skill 1001+.@i,1,0;
  228. }
  229. set ADV_QSK2,0; //Clear var
  230. return;
  231. }
  232. //////////////////////////////////////////////////////////////////////////////////
  233. // Returns weapon type, based on view.
  234. // -- callfunc "F_GetWeaponType",<weapon ID>
  235. //
  236. // Returns equipment type, based on equip location.
  237. // -- callfunc "F_GetArmorType",<item ID>
  238. //////////////////////////////////////////////////////////////////////////////////
  239. function script F_GetWeaponType {
  240. switch(getiteminfo(getarg(0),11)) {
  241. case 1: return "Dagger"; break;
  242. case 2: return "One-handed Sword"; break;
  243. case 3: return "Two-handed Sword"; break;
  244. case 4: return "One-handed Spear"; break;
  245. case 5: return "Two-handed Spear"; break;
  246. case 6: return "One-handed Axe"; break;
  247. case 7: return "Two-handed Axe"; break;
  248. case 8: return "Mace"; break;
  249. //case 9: return "Unused"; break;
  250. case 10: return "Staff"; break;
  251. case 11: return "Bow"; break;
  252. case 12: return "Knuckle"; break;
  253. case 13: return "Instrument"; break;
  254. case 14: return "Whip"; break;
  255. case 15: return "Book"; break;
  256. case 16: return "Katar"; break;
  257. case 17: return "Revolver"; break;
  258. case 18: return "Rifle"; break;
  259. case 19: return "Gatling gun"; break;
  260. case 20: return "Shotgun"; break;
  261. case 21: return "Grenade Launcher"; break;
  262. case 22: return "Shuriken"; break;
  263. default: return "Unknown Weapon"; break;
  264. }
  265. end;
  266. }
  267. function script F_GetArmorType {
  268. switch(getiteminfo(getarg(0),5)) {
  269. case EQP_HEAD_LOW:
  270. return "Lower Headgear";
  271. case EQP_HAND_R:
  272. return callfunc("F_GetWeaponType",getarg(0));
  273. case EQP_GARMENT:
  274. return "Garment";
  275. case EQP_ACC_L:
  276. case EQP_ACC_R:
  277. case EQP_ACC_RL:
  278. return "Accessory";
  279. case EQP_ARMOR:
  280. return "Armor";
  281. case EQP_HAND_L:
  282. return "Shield";
  283. case EQP_SHOES:
  284. return "Shoes";
  285. case EQP_HEAD_TOP:
  286. return "Upper Headgear";
  287. case EQP_HEAD_MID:
  288. return "Middle Headgear";
  289. case EQP_COSTUME_HEAD_TOP:
  290. return "Costume Upper Headgear";
  291. case EQP_COSTUME_HEAD_MID:
  292. return "Costume Midle Headgear";
  293. case EQP_COSTUME_HEAD_LOW:
  294. return "Costume Lower Headgear";
  295. case EQP_COSTUME_GARMENT:
  296. return "Costume Garment";
  297. case EQP_AMMO:
  298. return "Ammo";
  299. case EQP_SHADOW_ARMOR:
  300. return "Shadow Armor";
  301. case EQP_SHADOW_WEAPON:
  302. return "Shadow Weapon";
  303. case EQP_SHADOW_SHIELD:
  304. return "Shadow Shield";
  305. case EQP_SHADOW_SHOES:
  306. return "Shadow Shoes";
  307. case EQP_SHADOW_ACC_R:
  308. case EQP_SHADOW_ACC_L:
  309. case EQP_SHADOW_ACC_RL:
  310. return "Shadow Accessory";
  311. default:
  312. return "Unknown Equip";
  313. }
  314. }
  315. //////////////////////////////////////////////////////////////////////////////////
  316. // Returns time remaining in a readable format.
  317. // The argument is subtracted from UNIX epoch time, or 'gettimetick(2)'.
  318. // -- callfunc "Time2Str",<tick in UNIX epoch time>
  319. // Example:
  320. // // Displays "Time left: 1 day, 1 hour, 8 minutes, 20 seconds"
  321. // set .@Timer, gettimetick(2) + 90500;
  322. // mes "Time left: " + callfunc("Time2Str",.@Timer);
  323. //////////////////////////////////////////////////////////////////////////////////
  324. function script Time2Str {
  325. set .@Time_Left, getarg(0) - gettimetick(2);
  326. set .@Days, .@Time_Left / 86400;
  327. set .@Time_Left, .@Time_Left - (.@Days * 86400);
  328. set .@Hours, .@Time_Left / 3600;
  329. set .@Time_Left, .@Time_Left - (.@Hours * 3600);
  330. set .@Minutes, .@Time_Left / 60;
  331. set .@Time_Left, .@Time_Left - (.@Minutes * 60);
  332. set .@Time$, "";
  333. if( .@Days > 1 )
  334. set .@Time$, .@Time$ + .@Days + " days, ";
  335. else if( .@Days > 0 )
  336. set .@Time$, .@Time$ + .@Days + " day, ";
  337. if( .@Hours > 1 )
  338. set .@Time$, .@Time$ + .@Hours + " hours, ";
  339. else if( .@Hours > 0 )
  340. set .@Time$, .@Time$ + .@Hours + " hour, ";
  341. if( .@Minutes > 1 )
  342. set .@Time$, .@Time$ + .@Minutes + " minutes, ";
  343. else if( .@Minutes > 0 )
  344. set .@Time$, .@Time$ + .@Minutes + " minute, ";
  345. if( .@Time_Left > 1 || .@Time_Left == 0 )
  346. set .@Time$, .@Time$ + .@Time_Left + " seconds";
  347. else if( .@Time_Left == 1 )
  348. set .@Time$, .@Time$ + .@Time_Left + " second";
  349. return .@Time$;
  350. }
  351. //////////////////////////////////////////////////////////////////////////////////
  352. // Checks if equipment has been swapped (i.e. via hacks).
  353. // The function checks the current equipment at a position against the supplied
  354. // values, and logs any mismatches.
  355. // Returns 0 if match, 1 if mismatch.
  356. // -- callfunc "F_IsEquipIDHack",<equip position>,<equip ID>
  357. // -- callfunc "F_IsEquipRefineHack",<equip position>,<refine>
  358. // -- callfunc "F_IsEquipCardHack",<equip position>,<card 0>,<card 1>,<card 2>,<card 3>
  359. //////////////////////////////////////////////////////////////////////////////////
  360. function script F_IsEquipIDHack {
  361. set .@id_chk, getequipid(getarg(0));
  362. set .@id, getarg(1);
  363. if (.@id != .@id_chk) {
  364. logmes "Hack: Tried to swap equip " + getitemname(.@id) + " for " + getitemname(.@id_chk) + ".";
  365. return 1;
  366. }
  367. return 0;
  368. }
  369. function script F_IsEquipRefineHack {
  370. set .@refine_chk, getequiprefinerycnt(getarg(0));
  371. set .@refine, getarg(1);
  372. if (.@refine != .@refine_chk) {
  373. logmes "Hack: Tried to swap equip with refine +" + .@refine + " for +" + .@refine_chk + ".";
  374. return 1;
  375. }
  376. return 0;
  377. }
  378. function script F_IsEquipCardHack {
  379. set .@pos, getarg(0);
  380. for (set .@i,0; .@i < 4; set .@i, .@i+1) {
  381. set .@card, getarg(.@i + 1);
  382. set .@card_chk, getequipcardid(.@pos, .@i);
  383. if (.@card != .@card_chk) {
  384. logmes "Hack: Tried to swap card " + getitemname(.@card) + " for " + getitemname(.@card_chk) + ".";
  385. return 1;
  386. }
  387. }
  388. return 0;
  389. }
  390. //////////////////////////////////////////////////////////////////////////////////
  391. // Functions for text manipulation [Euphy]
  392. //////////////////////////////////////////////////////////////////////////////////
  393. //////////////////////////////////////////////////////////////////////////////////
  394. // Returns the plural of a noun - works in most cases, but not for everything!
  395. // -- callfunc "F_GetPlural","<noun>"{,<0:normal/1:uppercase>}
  396. // Examples:
  397. // callfunc("F_GetPlural","dog") // returns "dogs"
  398. // callfunc("F_GetPlural","fox",1) // returns "FOXES"
  399. // callfunc("F_GetPlural","knife") // returns "knives"
  400. // callfunc("F_GetPlural","Piece of Cake") // returns "Pieces of Cake"
  401. //
  402. // Returns the plural of a noun if the given number is not 1.
  403. // -- callfunc "F_InsertPlural",<number>,"<noun>"{,<0:normal/1:uppercase>{,"<format string>"}}
  404. // Format string uses sprintf(), and MUST contain %d (arg0) and %s (arg1), in that order.
  405. // Examples:
  406. // callfunc("F_InsertPlural",1,"dog") // returns "1 dog"
  407. // callfunc("F_InsertPlural",3,"fox",1) // returns "3 FOXES"
  408. // // returns "^FF00005^000000 knives"
  409. // callfunc("F_InsertPlural",5,"knife",0,"^FF0000%d^000000 %s")
  410. //////////////////////////////////////////////////////////////////////////////////
  411. function script F_GetPlural {
  412. set .@str$, getarg(0);
  413. if (countstr(.@str$," ")) { // multiple words
  414. explode(.@tmp$,.@str$," ");
  415. set .@size, getarraysize(.@tmp$);
  416. // if format is "... of|in|on ...", pluralize preceding word; else pluralize last word
  417. if (compare(.@str$," of ") || compare(.@str$," in ") || compare(.@str$," on ")) {
  418. for (set .@i,1; .@i<.@size; set .@i,.@i+1) {
  419. if (getstrlen(.@tmp$[.@i]) == 2 && compare("of|in|on",.@tmp$[.@i]))
  420. break;
  421. set .@index, .@index + 1;
  422. }
  423. } else
  424. set .@index, .@size - 1;
  425. set .@str$, .@tmp$[.@index];
  426. set .@tmp$[.@index],"%s";
  427. set .@format$, implode(.@tmp$," ");
  428. } else
  429. set .@format$, "%s";
  430. set .@strlen, getstrlen(.@str$);
  431. if (.@strlen < 3) // prevent errors
  432. return ((getarg(1,0)) ? strtoupper(sprintf(.@format$,.@str$)) : sprintf(.@format$,.@str$));
  433. setarray .@suffix$[0], charat(.@str$,.@strlen - 1), substr(.@str$,.@strlen - 2,.@strlen - 1);
  434. if (!compare("abcdefghijklmnopqrstuvwxyz",.@suffix$[0])) { // last character is not a letter
  435. set .@result$, .@str$;
  436. }
  437. // common exceptions --> singular form == plural form
  438. else if (compare("fish|glasses|sunglasses|clothes|boots|shoes|greaves|sandals|wings|ears",.@str$)) {
  439. set .@result$, .@str$;
  440. }
  441. // ends in -s, -x, -z, -ch, -sh --> add -es
  442. else if (.@suffix$[0] == "s" || .@suffix$[0] == "x" || .@suffix$[0] == "z" ||
  443. .@suffix$[1] == "ch" || .@suffix$[1] == "sh") {
  444. set .@result$, .@str$ + "es";
  445. }
  446. // ends in -f, -fe --> remove -f, -fe --> add -ves
  447. else if ((.@suffix$[0] == "f" || .@suffix$[1] == "fe") && .@suffix$[1] != "ff") {
  448. if (compare("belief|cliff|chief|dwarf|grief|gulf|proof|roof",.@str$))
  449. set .@result$, .@str$ + "s"; // exceptions --> add -s
  450. else
  451. set .@result$, substr(.@str$,0,.@strlen - 2 - (.@suffix$[1] == "fe")) + "ves";
  452. }
  453. // ends in consonant + -y --> remove -y --> add -ies
  454. else if (.@suffix$[0] == "y" && !compare("aeiou",charat(.@suffix$[1],0))) {
  455. set .@result$, delchar(.@str$,.@strlen - 1) + "ies";
  456. }
  457. // ends in -o --> exceptions --> add -es
  458. else if (.@suffix$[0] == "o" &&
  459. compare("buffalo|domino|echo|grotto|halo|hero|mango|mosquito|potato|tomato|tornado|torpedo|veto|volcano",.@str$)) {
  460. set .@result$, .@str$ + "es";
  461. }
  462. // default --> add -s
  463. else {
  464. set .@result$, .@str$ + "s";
  465. }
  466. return ((getarg(1,0)) ? strtoupper(sprintf(.@format$,.@result$)) : sprintf(.@format$,.@result$));
  467. }
  468. function script F_InsertPlural {
  469. return sprintf(getarg(3,"%d %s"), getarg(0), ((getarg(0) == 1) ? getarg(1) : callfunc("F_GetPlural",getarg(1),getarg(2,0))));
  470. }
  471. //////////////////////////////////////////////////////////////////////////////////
  472. // Returns 'a' or 'an' based on a word.
  473. // -- callfunc "F_GetArticle","<noun>";
  474. // Examples:
  475. // callfunc("F_GetArticle","Apple") // returns "an"
  476. // callfunc("F_GetArticle","dog") // returns "a"
  477. //
  478. // Returns 'a' or 'an' based on a word, followed by the word.
  479. // -- callfunc "F_InsertArticle","<word>"{,<0:lowercase a/1:uppercase A>}
  480. // Examples:
  481. // callfunc("F_InsertArticle","Apple") // returns "an Apple"
  482. // callfunc("F_InsertArticle","dog",1) // returns "A dog"
  483. //////////////////////////////////////////////////////////////////////////////////
  484. function script F_GetArticle {
  485. set .@str$, strtolower(getarg(0));
  486. // not a word
  487. if (!charisalpha(.@str$,0))
  488. return "a";
  489. // 1-letter words
  490. if (getstrlen(.@str$) == 1) {
  491. if (strpos("aefhilmnorsx",.@str$) > -1)
  492. return "an";
  493. else
  494. return "a";
  495. }
  496. // special cases
  497. if (preg_match("(euler|hour(?!i)|heir|honest|hono)",.@str$))
  498. return "an";
  499. // consonants
  500. if (preg_match("^[^aeiouy]",.@str$))
  501. return "a";
  502. // special vowel forms
  503. if (preg_match("^e[uw]",.@str$) || preg_match("^onc?e\b",.@str$) || preg_match("^uni([^nmd]|mo)",.@str$) || preg_match("^u[bcfhjkqrst][aeiou]",.@str$))
  504. return "a";
  505. if (preg_match("^ut[th]",.@str$))
  506. return "an";
  507. // special capitals (rare)
  508. //if (preg_match("^U[NK][AIEO]?",getarg(0)))
  509. // return "a";
  510. // vowels
  511. if (preg_match("^[aeiou]",.@str$))
  512. return "an";
  513. // y... (rare)
  514. //if (preg_match("^(y(b[lor]|cl[ea]|fere|gg|p[ios]|rou|tt))",.@str$))
  515. // return "an";
  516. return "a";
  517. }
  518. function script F_InsertArticle {
  519. set .@article$, callfunc("F_GetArticle",getarg(0));
  520. return sprintf("%s %s", ((getarg(1,0)) ? replacestr(.@article$,"a","A") : .@article$), getarg(0));
  521. }
  522. //////////////////////////////////////////////////////////////////////////////////
  523. // Returns a number with commas between every three digits.
  524. // -- callfunc "F_InsertComma",<number>
  525. // Examples:
  526. // callfunc("F_InsertComma",7777777) // returns "7,777,777"
  527. //////////////////////////////////////////////////////////////////////////////////
  528. function script F_InsertComma {
  529. set .@str$, getarg(0);
  530. for (set .@i,getstrlen(.@str$)-3; .@i>0; set .@i,.@i-3)
  531. set .@str$, insertchar(.@str$,",",.@i);
  532. return .@str$;
  533. }
  534. //////////////////////////////////////////////////////////////////////////////////
  535. // Returns a number with a '-st', '-nd', '-rd', or '-th' suffix.
  536. // -- callfunc "F_GetNumSuffix",<number>
  537. // Examples:
  538. // callfunc("F_GetNumSuffix",1) // returns "1st"
  539. // callfunc("F_GetNumSuffix",11) // returns "11th"
  540. // callfunc("F_GetNumSuffix",32) // returns "32nd"
  541. //////////////////////////////////////////////////////////////////////////////////
  542. function script F_GetNumSuffix {
  543. set .@n, getarg(0);
  544. set .@mod, .@n % 10;
  545. if (.@mod == 1 && .@n != 11) return .@n+"st";
  546. else if (.@mod == 2 && .@n != 12) return .@n+"nd";
  547. else if (.@mod == 3 && .@n != 13) return .@n+"rd";
  548. else return .@n+"th";
  549. }
  550. //////////////////////////////////////////////////////////////////////////////////
  551. // Indicate if attached player can open storage
  552. //////////////////////////////////////////////////////////////////////////////////
  553. function script F_CanOpenStorage {
  554. return (!basicskillcheck() || !(getskilllv("NV_BASIC") < 6 && getskilllv("SU_BASIC_SKILL") < 1));
  555. }
  556. //////////////////////////////////////////////////////////////////////////////////
  557. // Indicate if attached player can advance to class 1 by checking
  558. // basic skill level 9.
  559. //////////////////////////////////////////////////////////////////////////////////
  560. function script F_CanChangeJob {
  561. return (!basicskillcheck() || getskilllv("NV_BASIC") > 8);
  562. }
  563. //////////////////////////////////////////////////////////////////////////////////
  564. // Return the position name of the EQI_* equipment slot.
  565. //////////////////////////////////////////////////////////////////////////////////
  566. function script F_getpositionname {
  567. switch( getarg(0,999) ) {
  568. case EQI_ACC_L: return "Accessory 1";
  569. case EQI_ACC_R: return "Accessory 2";
  570. case EQI_SHOES: return "Shoes";
  571. case EQI_GARMENT: return "Robe";
  572. case EQI_HEAD_LOW: return "Head 3";
  573. case EQI_HEAD_MID: return "Head 2";
  574. case EQI_HEAD_TOP: return "Head";
  575. case EQI_ARMOR: return "Body";
  576. case EQI_HAND_L: return "Left hand";
  577. case EQI_HAND_R: return "Right hand";
  578. case EQI_COSTUME_HEAD_TOP: return "Upper Costume Headgear";
  579. case EQI_COSTUME_HEAD_MID: return "Middle Costume Headgear";
  580. case EQI_COSTUME_HEAD_LOW: return "Lower Costume Headgear";
  581. case EQI_COSTUME_GARMENT: return "Costume Garment";
  582. case EQI_AMMO: return "Arrow/Ammunition";
  583. case EQI_SHADOW_ARMOR: return "Shadow Armor";
  584. case EQI_SHADOW_WEAPON: return "Shadow Weapon";
  585. case EQI_SHADOW_SHIELD: return "Shadow Shield";
  586. case EQI_SHADOW_SHOES: return "Shadow Shoes";
  587. case EQI_SHADOW_ACC_R: return "Shadow Accessory 2";
  588. case EQI_SHADOW_ACC_L: return "Shadow Accessory 1";
  589. default:
  590. return "Unknown";
  591. }
  592. }
  593. //////////////////////////////////////////////////////////////////////////////////
  594. // Gives attached player their Platinum Skill based on their class.
  595. //////////////////////////////////////////////////////////////////////////////////
  596. function script F_GetPlatinumSkills {
  597. skill "NV_FIRSTAID",1,SKILL_PERM;
  598. switch (BaseClass) {
  599. case Job_Novice:
  600. if (Class != Job_Super_Novice)
  601. skill "NV_TRICKDEAD",1,SKILL_PERM;
  602. break;
  603. case Job_Swordman:
  604. skill "SM_MOVINGRECOVERY",1,SKILL_PERM;
  605. skill "SM_FATALBLOW",1,SKILL_PERM;
  606. skill "SM_AUTOBERSERK",1,SKILL_PERM;
  607. break;
  608. case Job_Mage:
  609. skill "MG_ENERGYCOAT",1,SKILL_PERM;
  610. break;
  611. case Job_Archer:
  612. skill "AC_MAKINGARROW",1,SKILL_PERM;
  613. skill "AC_CHARGEARROW",1,SKILL_PERM;
  614. break;
  615. case Job_Acolyte:
  616. skill "AL_HOLYLIGHT",1,SKILL_PERM;
  617. break;
  618. case Job_Merchant:
  619. skill "MC_CARTREVOLUTION",1,SKILL_PERM;
  620. skill "MC_CHANGECART",1,SKILL_PERM;
  621. skill "MC_LOUD",1,SKILL_PERM;
  622. if(PACKETVER >= 20150826)
  623. skill "MC_CARTDECORATE",1,SKILL_PERM;
  624. break;
  625. case Job_Thief:
  626. skill "TF_SPRINKLESAND",1,SKILL_PERM;
  627. skill "TF_BACKSLIDING",1,SKILL_PERM;
  628. skill "TF_PICKSTONE",1,SKILL_PERM;
  629. skill "TF_THROWSTONE",1,SKILL_PERM;
  630. break;
  631. default:
  632. break;
  633. }
  634. switch (BaseJob) {
  635. case Job_Knight:
  636. skill "KN_CHARGEATK",1,SKILL_PERM;
  637. break;
  638. case Job_Priest:
  639. skill "PR_REDEMPTIO",1,SKILL_PERM;
  640. break;
  641. case Job_Wizard:
  642. skill "WZ_SIGHTBLASTER",1,SKILL_PERM;
  643. break;
  644. case Job_Blacksmith:
  645. skill "BS_UNFAIRLYTRICK",1,SKILL_PERM;
  646. skill "BS_GREED",1,SKILL_PERM;
  647. break;
  648. case Job_Hunter:
  649. skill "HT_PHANTASMIC",1,SKILL_PERM;
  650. break;
  651. case Job_Assassin:
  652. skill "AS_SONICACCEL",1,SKILL_PERM;
  653. skill "AS_VENOMKNIFE",1,SKILL_PERM;
  654. break;
  655. case Job_Crusader:
  656. skill "CR_SHRINK",1,SKILL_PERM;
  657. break;
  658. case Job_Monk:
  659. skill "MO_KITRANSLATION",1,SKILL_PERM;
  660. skill "MO_BALKYOUNG",1,SKILL_PERM;
  661. break;
  662. case Job_Sage:
  663. skill "SA_CREATECON",1,SKILL_PERM;
  664. skill "SA_ELEMENTWATER",1,SKILL_PERM;
  665. skill "SA_ELEMENTGROUND",1,SKILL_PERM;
  666. skill "SA_ELEMENTFIRE",1,SKILL_PERM;
  667. skill "SA_ELEMENTWIND",1,SKILL_PERM;
  668. break;
  669. case Job_Rogue:
  670. skill "RG_CLOSECONFINE",1,SKILL_PERM;
  671. break;
  672. case Job_Alchemist:
  673. skill "AM_BIOETHICS",1,SKILL_PERM;
  674. break;
  675. case Job_Bard:
  676. skill "BA_PANGVOICE",1,SKILL_PERM;
  677. break;
  678. case Job_Dancer:
  679. skill "DC_WINKCHARM",1,SKILL_PERM;
  680. break;
  681. default:
  682. break;
  683. }
  684. return;
  685. }