Global_Functions.txt 24 KB

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  1. //===== rAthena Script =======================================
  2. //= Global Functions
  3. //===== By: ==================================================
  4. //= Lupus, kobra_k88
  5. //===== Current Version: =====================================
  6. //= 2.25
  7. //===== Compatible With: =====================================
  8. //= rAthena Project
  9. //===== Description: =========================================
  10. //= General script functions.
  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 //= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus]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. //= 2.16 Added F_GetWeaponType, and F_GetArmorType. [L0ne_W0lf]
  42. //= 2.17 Renamed 'F_RandMes' to 'F_Rand'. [Euphy]
  43. //= 2.18 Removed useless 'getJobName' function. [Euphy]
  44. //= 2.2 Added "F_GetPlural", "F_InsertPlural", "F_InsertArticle", "F_InsertComma", "F_GetNumSuffix". [Euphy]
  45. //= Standardized descriptions, updated 'F_GetArmorType'.
  46. //= 2.21 Added format string to "F_InsertPlural" and more checks to "F_GetPlural". [Euphy]
  47. //= 2.22 Further improvements to "F_GetPlural". [Euphy]
  48. //= 2.23 Completed article function and added "F_GetArticle". [Euphy]
  49. //= 2.24 Added functions to check for equipment swap hacks. [Euphy]
  50. //= 2.25 Added "F_CanOpenStorage" and "F_CanChangeJob". [secretdataz]
  51. //= 2.26 Added "F_getpositionname". [Capuche]
  52. //============================================================
  53. //////////////////////////////////////////////////////////////////////////////////
  54. // Clears job quest variables.
  55. // -- callfunc "F_ClearJobVar"
  56. //////////////////////////////////////////////////////////////////////////////////
  57. function script F_ClearJobVar {
  58. // Misc ---------------------------------
  59. set JBLVL,0;
  60. set FIRSTAID,0;
  61. set PLAYDEAD,0;
  62. set got_bandage,0;
  63. set got_novnametag,0;
  64. // First Class Jobs ---------------------
  65. set job_acolyte_q,0; set job_acolyte_q2,0;
  66. set job_archer_q,0;
  67. set job_magician_q,0;
  68. set job_merchant_q,0; set job_merchant_q2,0; set job_merchant_q3,0;
  69. set job_sword_q,0; set SWTEST, 0;
  70. set job_thief_q,0;
  71. // Super Novice
  72. set SUPNOV_Q,0;
  73. // 2-1 Jobs ------------------------------
  74. set ASSIN_Q,0; set ASSIN_Q2,0; set ASSIN_Q3,0;
  75. set BSMITH_Q,0; set BSMITH_Q2,0;
  76. set HNTR_Q,0; set HNTR_Q2,0;
  77. set KNIGHT_Q,0; set KNIGHT_Q2,0;
  78. set PRIEST_Q,0; set PRIEST_Q2,0; set PRIEST_Q3,0;
  79. set WIZ_Q,0; set WIZ_Q2,0;
  80. // 2-2 Jobs ------------------------------
  81. set ROGUE_Q,0; set ROGUE_Q2,0;
  82. set ALCH_Q,0; set ALCH_Q2,0;
  83. set CRUS_Q,0;
  84. set MONK_Q,0; set JOB_MONK_C,0;
  85. set SAGE_Q,0; set SAGE_Q2,0;
  86. set DANC_Q,0;
  87. set BARD_Q,0;
  88. // Extended Classes
  89. set TAEK_Q,0; set TK_Q,0;
  90. set STGL_Q,0;
  91. set SOUL_Q,0;
  92. set GUNS_Q,0;
  93. set NINJ_Q,0;
  94. return;
  95. }
  96. //////////////////////////////////////////////////////////////////////////////////
  97. // Clears other unused variables.
  98. // -- callfunc "F_ClearGarbage"
  99. //////////////////////////////////////////////////////////////////////////////////
  100. function script F_ClearGarbage {
  101. // Clear outdated global VARS
  102. //Clear TURTLE var if the Turtle Islans Quest is already done
  103. if(TURTLE==20) set MISC_QUEST,MISC_QUEST | 65536;
  104. if(MISC_QUEST & 65536) set TURTLE,0; //now clear the var if the quest is over
  105. //Clear previously saved Quest Skills (now it isn't used)
  106. set ADV_QSK,0;
  107. set ADV_QSK2,0;
  108. //Old Reset Skill Event used to use RES_SKILL var
  109. set RES_SKILL,0;
  110. //Here you put outdated variables from your outdated EVENTS
  111. //e.g. Is XMAS done? Add the EVENT var clearing code here.
  112. //due to bugs in BS quest:
  113. set wizard_m2,0;
  114. // Old Novice Ground Variables.
  115. set NEW_MES_FLAG0,0;
  116. set NEW_MES_FLAG1,0;
  117. set NEW_MES_FLAG2,0;
  118. set NEW_MES_FLAG3,0;
  119. set NEW_MES_FLAG4,0;
  120. set NEW_MES_FLAG5,0;
  121. set NEW_LVUP0,0;
  122. set NEW_LVUP1,0;
  123. set NEW_JOBLVUP,0;
  124. // Old DTS variables that are no longer used.
  125. set dtseligible,0;
  126. set MISC_QUEST,MISC_QUEST & ~128;
  127. return;
  128. }
  129. //////////////////////////////////////////////////////////////////////////////////
  130. // Job change based on Upper value (normal, advanced, baby).
  131. // -- callfunc "Job_Change",<Class value>;
  132. // See Job_* constants in 'db/const.txt' for Class values.
  133. //////////////////////////////////////////////////////////////////////////////////
  134. function script Job_Change {
  135. jobchange getarg(0),Upper;
  136. // logmes "CLASS CHANGE: " +strcharinfo(0)+ " become a "+jobname(Class);
  137. return;
  138. }
  139. //////////////////////////////////////////////////////////////////////////////////
  140. // Functions used to spiff up dialoges [Lupus]
  141. //////////////////////////////////////////////////////////////////////////////////
  142. //////////////////////////////////////////////////////////////////////////////////
  143. // Returns a random argument.
  144. // -- callfunc "F_Rand",arg0,arg1,...
  145. // Example:
  146. // // You can use it to pick a random number from a list:
  147. // set @itemIDfromList, callfunc("F_Rand",1129,1222,1163,1357,1360,1522,1811,1410);
  148. //////////////////////////////////////////////////////////////////////////////////
  149. function script F_Rand {
  150. return getarg(rand(getargcount()));
  151. }
  152. //////////////////////////////////////////////////////////////////////////////////
  153. // Returns 1st argument if female, 2nd argument if male.
  154. // -- callfunc "F_Sex",argFemale,argMale
  155. // Example:
  156. // mes callfunc("F_Sex","What a beautiful lady!","What a handsome man!");
  157. //////////////////////////////////////////////////////////////////////////////////
  158. function script F_SexMes {
  159. return getarg(Sex);
  160. }
  161. //////////////////////////////////////////////////////////////////////////////////
  162. // Returns random "hello" and "goodbye" messages.
  163. // -- callfunc "F_Hi"
  164. // -- callfunc "F_Bye"
  165. //////////////////////////////////////////////////////////////////////////////////
  166. function script F_Hi {
  167. return callfunc("F_Rand","Hi!","Hello!","Good day!","How are you?","Hello there.");
  168. }
  169. function script F_Bye {
  170. return callfunc("F_Rand","Bye. See you again.","Later.","Goodbye.","Good luck!","Have a nice day!","Byebye!!!");
  171. }
  172. //////////////////////////////////////////////////////////////////////////////////
  173. // Returns expanded item name string.
  174. // -- callfunc "F_ItemName",<item ID>,{<element>{,<VVS meter 0..3>{,<refine rate>}}}
  175. // Elements: 0=none, 1=Ice, 2=Earth, 3=Fire, 4=Wind
  176. // Example:
  177. // // Displays "Show me your ^000090+5 VVS Fire Knife^000000..."
  178. // mes "Show me your "+callfunc("F_ItemName",1201,1,2,5)+"...";
  179. //////////////////////////////////////////////////////////////////////////////////
  180. function script F_ItemName {
  181. if (getarg(3,0))
  182. set .@t$,"+"+getarg(3)+" ";
  183. switch (getarg(2,0)) {
  184. case 0: break;
  185. case 1: set .@t$,.@t$+"VS "; break;
  186. case 2: set .@t$,.@t$+"VVS "; break;
  187. case 3: set .@t$,.@t$+"VVVS "; break;
  188. default: set .@t$,.@t$+getarg(2)+"xVS "; break;
  189. }
  190. switch (getarg(1,0)) {
  191. case 0: break;
  192. case 1: set .@t$,.@t$+"Ice "; break;
  193. case 2: set .@t$,.@t$+"Earth "; break;
  194. case 3: set .@t$,.@t$+"Fire "; break;
  195. case 4: set .@t$,.@t$+"Wind "; break;
  196. default: set .@t$,.@t$+"Strange "; break;
  197. }
  198. return "^000090"+.@t$+getitemname(getarg(0))+"^000000";
  199. }
  200. //////////////////////////////////////////////////////////////////////////////////
  201. // Stores learnt quest skills as variables ADV_QSK and ADV_QSK2.
  202. // -- callfunc "F_SaveQuestSkills"
  203. //
  204. // Restores learnt 1st class quest skills.
  205. // -- callfunc "F_Load1Skills"
  206. //
  207. // Restores learnt 2nd class quest skills.
  208. // -- callfunc "F_Load2Skills"
  209. //////////////////////////////////////////////////////////////////////////////////
  210. function script F_SaveQuestSkills {
  211. set ADV_QSK,0; set ADV_QSK2,0;
  212. //1st classes quest skills
  213. for(set .@i, 0; .@i < 14; set .@i, .@i + 1){
  214. if(getskilllv(144+.@i)) set ADV_QSK,ADV_QSK|pow(2,.@i);
  215. }
  216. //2nd classes quest skills
  217. for(set .@i, 0; .@i < 19; set .@i, .@i + 1){
  218. if(getskilllv(1001+.@i)) set ADV_QSK2,ADV_QSK2|pow(2,.@i);
  219. }
  220. return;
  221. }
  222. function script F_Load1Skills {
  223. for(set .@i, 0; .@i < 14; set .@i, .@i + 1){
  224. if(ADV_QSK|pow(2,.@i) == ADV_QSK) skill 144+.@i,1,0;
  225. }
  226. set ADV_QSK,0; //Clear var
  227. return;
  228. }
  229. function script F_Load2Skills {
  230. for(set .@i, 0; .@i < 19; set .@i, .@i + 1){
  231. if(ADV_QSK2|pow(2,.@i) == ADV_QSK2) skill 1001+.@i,1,0;
  232. }
  233. set ADV_QSK2,0; //Clear var
  234. return;
  235. }
  236. //////////////////////////////////////////////////////////////////////////////////
  237. // Returns weapon type, based on view.
  238. // -- callfunc "F_GetWeaponType",<weapon ID>
  239. //
  240. // Returns equipment type, based on equip location.
  241. // -- callfunc "F_GetArmorType",<item ID>
  242. //////////////////////////////////////////////////////////////////////////////////
  243. function script F_GetWeaponType {
  244. switch(getiteminfo(getarg(0),11)) {
  245. case 1: return "Dagger"; break;
  246. case 2: return "One-handed Sword"; break;
  247. case 3: return "Two-handed Sword"; break;
  248. case 4: return "One-handed Spear"; break;
  249. case 5: return "Two-handed Spear"; break;
  250. case 6: return "One-handed Axe"; break;
  251. case 7: return "Two-handed Axe"; break;
  252. case 8: return "Mace"; break;
  253. //case 9: return "Unused"; break;
  254. case 10: return "Staff"; break;
  255. case 11: return "Bow"; break;
  256. case 12: return "Knuckle"; break;
  257. case 13: return "Instrument"; break;
  258. case 14: return "Whip"; break;
  259. case 15: return "Book"; break;
  260. case 16: return "Katar"; break;
  261. case 17: return "Revolver"; break;
  262. case 18: return "Rifle"; break;
  263. case 19: return "Gatling gun"; break;
  264. case 20: return "Shotgun"; break;
  265. case 21: return "Grenade Launcher"; break;
  266. case 22: return "Shuriken"; break;
  267. default: return "Unknown Weapon"; break;
  268. }
  269. end;
  270. }
  271. function script F_GetArmorType {
  272. switch(getiteminfo(getarg(0),5)) {
  273. case 001: return "Lower Headgear"; break;
  274. case 2: return callfunc("F_GetWeaponType",getarg(0)); break;
  275. case 4: return "Garment"; break;
  276. case 8: return "Accessory"; break;
  277. case 16: return "Armor"; break;
  278. case 32: return "Shield"; break;
  279. case 64: return "Shoes"; break;
  280. case 128: return "Accessory"; break;
  281. case 136: return "Accessory"; break; //8+128
  282. case 256: return "Upper Headgear"; break;
  283. case 512: return "Middle Headgear"; break;
  284. case 1024: return "Costume Upper Headgear"; break;
  285. case 2048: return "Costume Midle Headgear"; break;
  286. case 4096: return "Costume Lower Headgear"; break;
  287. case 8192: return "Costume Garment"; break;
  288. case 32768: return "Ammo"; break;
  289. case 65536: return "Shadow Armor"; break;
  290. case 131072: return "Shadow Weapon"; break;
  291. case 262144: return "Shadow Shield"; break;
  292. case 524288: return "Shadow Shoes"; break;
  293. case 1048576: return "Shadow Accessory"; break;
  294. case 2097152: return "Shadow Accessory"; break;
  295. case 3145728: return "Shadow Accessory"; break; //1048576+2097152
  296. default: return "Unknown Equip"; break;
  297. }
  298. end;
  299. }
  300. //////////////////////////////////////////////////////////////////////////////////
  301. // Returns time remaining in a readable format.
  302. // The argument is subtracted from UNIX epoch time, or 'gettimetick(2)'.
  303. // -- callfunc "Time2Str",<tick in UNIX epoch time>
  304. // Example:
  305. // // Displays "Time left: 1 day, 1 hour, 8 minutes, 20 seconds"
  306. // set .@Timer, gettimetick(2) + 90500;
  307. // mes "Time left: " + callfunc("Time2Str",.@Timer);
  308. //////////////////////////////////////////////////////////////////////////////////
  309. function script Time2Str {
  310. set .@Time_Left, getarg(0) - gettimetick(2);
  311. set .@Days, .@Time_Left / 86400;
  312. set .@Time_Left, .@Time_Left - (.@Days * 86400);
  313. set .@Hours, .@Time_Left / 3600;
  314. set .@Time_Left, .@Time_Left - (.@Hours * 3600);
  315. set .@Minutes, .@Time_Left / 60;
  316. set .@Time_Left, .@Time_Left - (.@Minutes * 60);
  317. set .@Time$, "";
  318. if( .@Days > 1 )
  319. set .@Time$, .@Time$ + .@Days + " days, ";
  320. else if( .@Days > 0 )
  321. set .@Time$, .@Time$ + .@Days + " day, ";
  322. if( .@Hours > 1 )
  323. set .@Time$, .@Time$ + .@Hours + " hours, ";
  324. else if( .@Hours > 0 )
  325. set .@Time$, .@Time$ + .@Hours + " hour, ";
  326. if( .@Minutes > 1 )
  327. set .@Time$, .@Time$ + .@Minutes + " minutes, ";
  328. else if( .@Minutes > 0 )
  329. set .@Time$, .@Time$ + .@Minutes + " minute, ";
  330. if( .@Time_Left > 1 || .@Time_Left == 0 )
  331. set .@Time$, .@Time$ + .@Time_Left + " seconds";
  332. else if( .@Time_Left == 1 )
  333. set .@Time$, .@Time$ + .@Time_Left + " second";
  334. return .@Time$;
  335. }
  336. //////////////////////////////////////////////////////////////////////////////////
  337. // Checks if equipment has been swapped (i.e. via hacks).
  338. // The function checks the current equipment at a position against the supplied
  339. // values, and logs any mismatches.
  340. // Returns 0 if match, 1 if mismatch.
  341. // -- callfunc "F_IsEquipIDHack",<equip position>,<equip ID>
  342. // -- callfunc "F_IsEquipRefineHack",<equip position>,<refine>
  343. // -- callfunc "F_IsEquipCardHack",<equip position>,<card 0>,<card 1>,<card 2>,<card 3>
  344. //////////////////////////////////////////////////////////////////////////////////
  345. function script F_IsEquipIDHack {
  346. set .@id_chk, getequipid(getarg(0));
  347. set .@id, getarg(1);
  348. if (.@id != .@id_chk) {
  349. logmes "Hack: Tried to swap equip " + getitemname(.@id) + " for " + getitemname(.@id_chk) + ".";
  350. return 1;
  351. }
  352. return 0;
  353. }
  354. function script F_IsEquipRefineHack {
  355. set .@refine_chk, getequiprefinerycnt(getarg(0));
  356. set .@refine, getarg(1);
  357. if (.@refine != .@refine_chk) {
  358. logmes "Hack: Tried to swap equip with refine +" + .@refine + " for +" + .@refine_chk + ".";
  359. return 1;
  360. }
  361. return 0;
  362. }
  363. function script F_IsEquipCardHack {
  364. set .@pos, getarg(0);
  365. for (set .@i,0; .@i < 4; set .@i, .@i+1) {
  366. set .@card, getarg(.@i + 1);
  367. set .@card_chk, getequipcardid(.@pos, .@i);
  368. if (.@card != .@card_chk) {
  369. logmes "Hack: Tried to swap card " + getitemname(.@card) + " for " + getitemname(.@card_chk) + ".";
  370. return 1;
  371. }
  372. }
  373. return 0;
  374. }
  375. //////////////////////////////////////////////////////////////////////////////////
  376. // Functions for text manipulation [Euphy]
  377. //////////////////////////////////////////////////////////////////////////////////
  378. //////////////////////////////////////////////////////////////////////////////////
  379. // Returns the plural of a noun - works in most cases, but not for everything!
  380. // -- callfunc "F_GetPlural","<noun>"{,<0:normal/1:uppercase>}
  381. // Examples:
  382. // callfunc("F_GetPlural","dog") // returns "dogs"
  383. // callfunc("F_GetPlural","fox",1) // returns "FOXES"
  384. // callfunc("F_GetPlural","knife") // returns "knives"
  385. // callfunc("F_GetPlural","Piece of Cake") // returns "Pieces of Cake"
  386. //
  387. // Returns the plural of a noun if the given number is not 1.
  388. // -- callfunc "F_InsertPlural",<number>,"<noun>"{,<0:normal/1:uppercase>{,"<format string>"}}
  389. // Format string uses sprintf(), and MUST contain %d (arg0) and %s (arg1), in that order.
  390. // Examples:
  391. // callfunc("F_InsertPlural",1,"dog") // returns "1 dog"
  392. // callfunc("F_InsertPlural",3,"fox",1) // returns "3 FOXES"
  393. // // returns "^FF00005^000000 knives"
  394. // callfunc("F_InsertPlural",5,"knife",0,"^FF0000%d^000000 %s")
  395. //////////////////////////////////////////////////////////////////////////////////
  396. function script F_GetPlural {
  397. set .@str$, getarg(0);
  398. if (countstr(.@str$," ")) { // multiple words
  399. explode(.@tmp$,.@str$," ");
  400. set .@size, getarraysize(.@tmp$);
  401. // if format is "... of|in|on ...", pluralize preceding word; else pluralize last word
  402. if (compare(.@str$," of ") || compare(.@str$," in ") || compare(.@str$," on ")) {
  403. for (set .@i,1; .@i<.@size; set .@i,.@i+1) {
  404. if (getstrlen(.@tmp$[.@i]) == 2 && compare("of|in|on",.@tmp$[.@i]))
  405. break;
  406. set .@index, .@index + 1;
  407. }
  408. } else
  409. set .@index, .@size - 1;
  410. set .@str$, .@tmp$[.@index];
  411. set .@tmp$[.@index],"%s";
  412. set .@format$, implode(.@tmp$," ");
  413. } else
  414. set .@format$, "%s";
  415. set .@strlen, getstrlen(.@str$);
  416. if (.@strlen < 3) // prevent errors
  417. return ((getarg(1,0)) ? strtoupper(sprintf(.@format$,.@str$)) : sprintf(.@format$,.@str$));
  418. setarray .@suffix$[0], charat(.@str$,.@strlen - 1), substr(.@str$,.@strlen - 2,.@strlen - 1);
  419. if (!compare("abcdefghijklmnopqrstuvwxyz",.@suffix$[0])) { // last character is not a letter
  420. set .@result$, .@str$;
  421. }
  422. // common exceptions --> singular form == plural form
  423. else if (compare("fish|glasses|sunglasses|clothes|boots|shoes|greaves|sandals|wings|ears",.@str$)) {
  424. set .@result$, .@str$;
  425. }
  426. // ends in -s, -x, -z, -ch, -sh --> add -es
  427. else if (.@suffix$[0] == "s" || .@suffix$[0] == "x" || .@suffix$[0] == "z" ||
  428. .@suffix$[1] == "ch" || .@suffix$[1] == "sh") {
  429. set .@result$, .@str$ + "es";
  430. }
  431. // ends in -f, -fe --> remove -f, -fe --> add -ves
  432. else if ((.@suffix$[0] == "f" || .@suffix$[1] == "fe") && .@suffix$[1] != "ff") {
  433. if (compare("belief|cliff|chief|dwarf|grief|gulf|proof|roof",.@str$))
  434. set .@result$, .@str$ + "s"; // exceptions --> add -s
  435. else
  436. set .@result$, substr(.@str$,0,.@strlen - 2 - (.@suffix$[1] == "fe")) + "ves";
  437. }
  438. // ends in consonant + -y --> remove -y --> add -ies
  439. else if (.@suffix$[0] == "y" && !compare("aeiou",charat(.@suffix$[1],0))) {
  440. set .@result$, delchar(.@str$,.@strlen - 1) + "ies";
  441. }
  442. // ends in -o --> exceptions --> add -es
  443. else if (.@suffix$[0] == "o" &&
  444. compare("buffalo|domino|echo|grotto|halo|hero|mango|mosquito|potato|tomato|tornado|torpedo|veto|volcano",.@str$)) {
  445. set .@result$, .@str$ + "es";
  446. }
  447. // default --> add -s
  448. else {
  449. set .@result$, .@str$ + "s";
  450. }
  451. return ((getarg(1,0)) ? strtoupper(sprintf(.@format$,.@result$)) : sprintf(.@format$,.@result$));
  452. }
  453. function script F_InsertPlural {
  454. return sprintf(getarg(3,"%d %s"), getarg(0), ((getarg(0) == 1) ? getarg(1) : callfunc("F_GetPlural",getarg(1),getarg(2,0))));
  455. }
  456. //////////////////////////////////////////////////////////////////////////////////
  457. // Returns 'a' or 'an' based on a word.
  458. // -- callfunc "F_GetArticle","<noun>";
  459. // Examples:
  460. // callfunc("F_GetArticle","Apple") // returns "an"
  461. // callfunc("F_GetArticle","dog") // returns "a"
  462. //
  463. // Returns 'a' or 'an' based on a word, followed by the word.
  464. // -- callfunc "F_InsertArticle","<word>"{,<0:lowercase a/1:uppercase A>}
  465. // Examples:
  466. // callfunc("F_InsertArticle","Apple") // returns "an Apple"
  467. // callfunc("F_InsertArticle","dog",1) // returns "A dog"
  468. //////////////////////////////////////////////////////////////////////////////////
  469. function script F_GetArticle {
  470. set .@str$, strtolower(getarg(0));
  471. // not a word
  472. if (!charisalpha(.@str$,0))
  473. return "a";
  474. // 1-letter words
  475. if (getstrlen(.@str$) == 1) {
  476. if (strpos("aefhilmnorsx",.@str$) > -1)
  477. return "an";
  478. else
  479. return "a";
  480. }
  481. // special cases
  482. if (preg_match("(euler|hour(?!i)|heir|honest|hono)",.@str$))
  483. return "an";
  484. // consonants
  485. if (preg_match("^[^aeiouy]",.@str$))
  486. return "a";
  487. // special vowel forms
  488. if (preg_match("^e[uw]",.@str$) || preg_match("^onc?e\b",.@str$) || preg_match("^uni([^nmd]|mo)",.@str$) || preg_match("^u[bcfhjkqrst][aeiou]",.@str$))
  489. return "a";
  490. if (preg_match("^ut[th]",.@str$))
  491. return "an";
  492. // special capitals (rare)
  493. //if (preg_match("^U[NK][AIEO]?",getarg(0)))
  494. // return "a";
  495. // vowels
  496. if (preg_match("^[aeiou]",.@str$))
  497. return "an";
  498. // y... (rare)
  499. //if (preg_match("^(y(b[lor]|cl[ea]|fere|gg|p[ios]|rou|tt))",.@str$))
  500. // return "an";
  501. return "a";
  502. }
  503. function script F_InsertArticle {
  504. set .@article$, callfunc("F_GetArticle",getarg(0));
  505. return sprintf("%s %s", ((getarg(1,0)) ? replacestr(.@article$,"a","A") : .@article$), getarg(0));
  506. }
  507. //////////////////////////////////////////////////////////////////////////////////
  508. // Returns a number with commas between every three digits.
  509. // -- callfunc "F_InsertComma",<number>
  510. // Examples:
  511. // callfunc("F_InsertComma",7777777) // returns "7,777,777"
  512. //////////////////////////////////////////////////////////////////////////////////
  513. function script F_InsertComma {
  514. set .@str$, getarg(0);
  515. for (set .@i,getstrlen(.@str$)-3; .@i>0; set .@i,.@i-3)
  516. set .@str$, insertchar(.@str$,",",.@i);
  517. return .@str$;
  518. }
  519. //////////////////////////////////////////////////////////////////////////////////
  520. // Returns a number with a '-st', '-nd', '-rd', or '-th' suffix.
  521. // -- callfunc "F_GetNumSuffix",<number>
  522. // Examples:
  523. // callfunc("F_GetNumSuffix",1) // returns "1st"
  524. // callfunc("F_GetNumSuffix",11) // returns "11th"
  525. // callfunc("F_GetNumSuffix",32) // returns "32nd"
  526. //////////////////////////////////////////////////////////////////////////////////
  527. function script F_GetNumSuffix {
  528. set .@n, getarg(0);
  529. set .@mod, .@n % 10;
  530. if (.@mod == 1 && .@n != 11) return .@n+"st";
  531. else if (.@mod == 2 && .@n != 12) return .@n+"nd";
  532. else if (.@mod == 3 && .@n != 13) return .@n+"rd";
  533. else return .@n+"th";
  534. }
  535. //////////////////////////////////////////////////////////////////////////////////
  536. // Indicate if attached player can open storage
  537. //////////////////////////////////////////////////////////////////////////////////
  538. function script F_CanOpenStorage {
  539. return (!basicskillcheck() || !(getskilllv("NV_BASIC") < 6 && getskilllv("SU_BASIC_SKILL") < 1));
  540. }
  541. //////////////////////////////////////////////////////////////////////////////////
  542. // Indicate if attached player can advance to class 1 by checking
  543. // basic skill level 9.
  544. //////////////////////////////////////////////////////////////////////////////////
  545. function script F_CanChangeJob {
  546. return (!basicskillcheck() || getskilllv("NV_BASIC") > 8);
  547. }
  548. //////////////////////////////////////////////////////////////////////////////////
  549. // Return the position name of the EQI_* equipment slot.
  550. //////////////////////////////////////////////////////////////////////////////////
  551. function script F_getpositionname {
  552. switch( getarg(0,999) ) {
  553. case EQI_ACC_L: return "Accessory 1";
  554. case EQI_ACC_R: return "Accessory 2";
  555. case EQI_SHOES: return "Shoes";
  556. case EQI_GARMENT: return "Robe";
  557. case EQI_HEAD_LOW: return "Head 3";
  558. case EQI_HEAD_MID: return "Head 2";
  559. case EQI_HEAD_TOP: return "Head";
  560. case EQI_ARMOR: return "Body";
  561. case EQI_HAND_L: return "Left hand";
  562. case EQI_HAND_R: return "Right hand";
  563. case EQI_COSTUME_HEAD_TOP: return "Upper Costume Headgear";
  564. case EQI_COSTUME_HEAD_MID: return "Middle Costume Headgear";
  565. case EQI_COSTUME_HEAD_LOW: return "Lower Costume Headgear";
  566. case EQI_COSTUME_GARMENT: return "Costume Garment";
  567. case EQI_AMMO: return "Arrow/Ammunition";
  568. case EQI_SHADOW_ARMOR: return "Shadow Armor";
  569. case EQI_SHADOW_WEAPON: return "Shadow Weapon";
  570. case EQI_SHADOW_SHIELD: return "Shadow Shield";
  571. case EQI_SHADOW_SHOES: return "Shadow Shoes";
  572. case EQI_SHADOW_ACC_R: return "Shadow Accessory 2";
  573. case EQI_SHADOW_ACC_L: return "Shadow Accessory 1";
  574. default:
  575. return "Unknown";
  576. }
  577. }