Global_Functions.txt 16 KB

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  1. //===== eAthena Script =======================================
  2. //= Global Functions
  3. //===== By: ==================================================
  4. //= Lupus, kobra_k88
  5. //===== Current Version: =====================================
  6. //= 2.05
  7. //===== Compatible With: =====================================
  8. //= eAthena 1.0
  9. //===== Description: =========================================
  10. //= <Description>
  11. //===== Additional Comments: =================================
  12. //= Added F_ClearJobVar - on getting a new job it clears all Job Quest variables
  13. //= Removed individual job check functions as they were redundant [kobra_k88]
  14. //= 1.3 Added Job Change Function for Baby/Normal Classes
  15. //= 1.3b a fix, due to const.txt change [Lupus]
  16. //= 1.4 Added Is_Taekwon_Class: Taekwondo, Star Knight(Gladiator),Soul Linker [Lupus]
  17. //= 1.5 Added clear of Bard Quest variables. 1.5a updated [Lupus]
  18. //= 1.6 Added F_RandMes, F_SexMes, F_Hi, F_Bye functions [Lupus]
  19. //= Moved here useful function 'getJobName'
  20. //= 1.7 Added "F_ItemName" function, added a great sample for "F_ItemName"
  21. //= 1.8 Added Job Vars clear for Extended classes: TK,SL,SG [Lupus]
  22. //= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus]
  23. //= 1.91 Added "F_SaveQuestSkills","F_Load?Skills" functions [Lupus]
  24. //= 2.0 Fixed F_Save/LoadQuestSkills functions. Had to split in into 2 vars [Lupus]
  25. //= 2.01 Added $talk to F_ClearGarbage [Evera]
  26. //= 2.02 Added $dtsglobalelig and $dts|(1<<6) to F_ClearGarbage [Evera]
  27. //= 2.03 Added Gunslinger vars to F_ClearJobVar [Lupus]
  28. //= 2.04 Added dtseligible 2 (becomes MISC_QUEST|128) to F_ClearGarbage [Evera]
  29. //= 2.05 Book of Devil -> MISC_QUEST|256, clear other Niflheim garbage vars [Lupus]
  30. //============================================================
  31. //////////////////////////////////////////////////////////////////////////////////
  32. // Function that clears job quest variables
  33. //////////////////////////////////////////////////////////////////////////////////
  34. function script F_ClearJobVar {
  35. // Misc ---------------------------------
  36. set JBLVL,0;
  37. set FIRSTAID,0;
  38. set PLAYDEAD,0;
  39. set got_bandage,0;
  40. set got_novnametag,0;
  41. // First Class Jobs ---------------------
  42. set job_acolyte_q,0; set job_acolyte_q2,0;
  43. set job_archer_q,0;
  44. set job_magician_q,0;
  45. set job_merchant_q,0; set job_merchant_q2,0; set job_merchant_q3,0;
  46. set job_sword_q,0; set SWTEST, 0;
  47. set job_thief_q,0;
  48. // Super Novice
  49. set SUPNOV_Q,0;
  50. // 2-1 Jobs ------------------------------
  51. set ASSIN_Q,0; set ASSIN_Q2,0;
  52. set BSMITH_Q,0; set BSMITH_Q2,0;
  53. set HNTR_Q,0; set HNTR_Q2,0;
  54. set KNIGHT_Q,0; set KNIGHT_Q2,0;
  55. set PRIEST_Q,0; set PRIEST_Q2,0; set PRIEST_Q3,0;
  56. set WIZ_Q,0; set WIZ_Q2,0;
  57. // 2-2 Jobs ------------------------------
  58. set ROGUE_Q,0; set ROGUE_Q2,0;
  59. set ALCH_Q,0; set ALCH_Q2,0;
  60. set CRUS_Q,0;
  61. set MONK_Q,0; set JOB_MONK_C,0;
  62. set SAGE_Q,0; set SAGE_Q2,0;
  63. set DANC_Q,0;
  64. set BARD_Q,0;
  65. // Extended Classes
  66. set TAEK_Q,0;
  67. set STGL_Q,0;
  68. set SOUL_Q,0;
  69. set GUNS_Q,0;
  70. return;
  71. }
  72. function script F_ClearGarbage {
  73. // Clear outdated global VARS
  74. if(dtseligible == 2) set MISC_QUEST,MISC_QUEST|128;
  75. if(dtseligible == 3) set dtseligible,0;
  76. if($talk) set $talk,0;
  77. if($dtsglobalelig) set $dtsglobalelig,0;
  78. if($dts&(1<<6)) set $dts,$dts&~(1<<6);
  79. if(MARIANNE) {set MISC_QUEST,MISC_QUEST | 1; set MARIANNE,0;}
  80. set MEAT,0; set MORRISON,0;
  81. set BUNYBND,0; set TEMPESTRA,0;
  82. set sewer_prt,0; set iz_move_alberta,0;
  83. if(nif_q_done) {set nif_q_done,0; set MISC_QUEST,MISC_QUEST | 64;}
  84. if(MORGEN >= 2) {set MISC_QUEST,MISC_QUEST | 4; set MORGEN,0;}
  85. set nif_t,0;
  86. set QSK1,0; set QSK2,0; set QSK3,0; set QSK4,0;
  87. if(niflheimlost2) set MISC_QUEST,MISC_QUEST | 256;
  88. set niflheimlost2,0; set niflheimlost,0; set lostgirl,0;
  89. set nif_random,0; set nif_random1,0;
  90. if(MISC_QUEST&32){set nif_quest1,0; set nif_quest2,0; set nif_quest3,0; set nif_quest4,0; set nif_quest5,0;}
  91. set ARWCRFT,0; set HOLYLIGHT,0; set ARWREP,0; set ENRGYCOAT,0; set CRAZYROAR,0; set CHANGECART,0; set CARTREVO,0;
  92. set SANDATTACK,0; set STONEFLING,0; set BACKSLIDE,0; set BAGNFNTY,0;
  93. return;
  94. }
  95. //////////////////////////////////////////////////////////////////////////////////
  96. // Used in REBIRTH scripts
  97. // Class = Internal Class ID
  98. // BaseJob = Base Job (0..23)
  99. // Upper : 0 - Default, 1 - Advanced, 2 - Baby
  100. //////////////////////////////////////////////////////////////////////////////////
  101. function script Job_Change {
  102. if (Upper<2)
  103. jobchange getarg(0); // Common jobchange
  104. else
  105. jobchange getarg(0) + Job_Baby; //Change Job For Baby Class
  106. return;
  107. }
  108. //////////////////////////////////////////////////////////////////////////////////
  109. // FOT BACKWISE COMPATIBILITY: Functions used to check a players job class
  110. // HOW TO USE:
  111. // i.e. We need all holy classes but monks
  112. // if ( callfunc("Is_Holy_Class") && callfunc("Is_Monk")==0 ) goto L_Start;
  113. //////////////////////////////////////////////////////////////////////////////////
  114. //////////////////////////////////////////////////////////////////////////////////
  115. // returns 1 if the player is either Aco,Monk,Priest,Aco High,High Priest,
  116. // Champion, 0 otherwise
  117. //////////////////////////////////////////////////////////////////////////////////
  118. function script Is_Holy_Class {
  119. return ( BaseJob==Job_Acolyte || BaseJob==Job_Priest || BaseJob==Job_Monk );
  120. }
  121. //////////////////////////////////////////////////////////////////////////////////
  122. // returns 1 if the player is either Archer,Hunter,Bard,Dancer,Archer High,Sniper,
  123. // Clown,Gypsy, 0 otherwise
  124. //////////////////////////////////////////////////////////////////////////////////
  125. function script Is_Bow_Class {
  126. return ( BaseJob==Job_Archer || BaseJob==Job_Hunter || BaseJob==Job_Bard || BaseJob==Job_Dancer );
  127. }
  128. //////////////////////////////////////////////////////////////////////////////////
  129. // returns 1 if the player is either Mage,Wizard,Sage,Mage High,High Wizard,
  130. // Professor, 0 otherwise
  131. //////////////////////////////////////////////////////////////////////////////////
  132. function script Is_Magic_Class {
  133. return ( BaseJob==Job_Mage || BaseJob==Job_Wizard || BaseJob==Job_Sage );
  134. }
  135. //////////////////////////////////////////////////////////////////////////////////
  136. // returns 1 if the player is either Merc,Blacksmith,Alchemist,Merc High,
  137. // Whitesmith,Creator, 0 otherwise
  138. //////////////////////////////////////////////////////////////////////////////////
  139. function script Is_Merc_Class {
  140. return ( BaseJob==Job_Merchant || BaseJob==Job_Blacksmith || BaseJob==Job_Alchem );
  141. }
  142. //////////////////////////////////////////////////////////////////////////////////
  143. // returns 1 if the player is either Thief,Assassin,Rogue,Thief High, Assassin Cross
  144. // Stalker, 0 otherwise
  145. //////////////////////////////////////////////////////////////////////////////////
  146. function script Is_Thief_Class {
  147. return ( BaseJob==Job_Thief || BaseJob==Job_Assassin || BaseJob==Job_Rogue );
  148. }
  149. //////////////////////////////////////////////////////////////////////////////////
  150. // returns 1 if the player is either Swordy,Knight,Crusader,Swordy High,
  151. // Lord Knight,Paladin, 0 otherwise
  152. //////////////////////////////////////////////////////////////////////////////////
  153. function script Is_Sword_Class {
  154. return ( BaseJob==Job_Swordman || BaseJob==Job_Knight || BaseJob==Job_Knight2 || BaseJob==Job_Crusader || BaseJob==Job_Crusader2 );
  155. }
  156. //////////////////////////////////////////////////////////////////////////////////
  157. // returns 1 if the player is either Taekwon, Star Gladiator,Soul Linker, 0 otherwise
  158. // these classes can't be adopted nor reborn ()
  159. //////////////////////////////////////////////////////////////////////////////////
  160. function script Is_Taekwon_Class {
  161. return ( Class==Job_Taekwon || Class==Job_Star_Gladiator || Class==Job_Star_Gladiator2 || Class==Job_Soul_Linker );
  162. }
  163. //////////////////////////////////////////////////////////////////////////////////
  164. // Functions used to spiff up dialoges [Lupus]
  165. //////////////////////////////////////////////////////////////////////////////////
  166. //////////////////////////////////////////////////////////////////////////////////
  167. // *** Function "F_RandMes"
  168. //////////////////////////////////////////////////////////////////////////////////
  169. //returns random string
  170. // Example: check F_Bye or F_Hi functions
  171. // READ AND THINK: You can use it to pick a random number form list:
  172. // set @itemIDfromList, callfunc("F_RandMes",8,1129,1222,1163,1357,1360,1522,1811,1410);
  173. function script F_RandMes {
  174. return getarg(rand(1,getarg(0)));
  175. }
  176. //////////////////////////////////////////////////////////////////////////////////
  177. // *** Function "F_Sex"
  178. //////////////////////////////////////////////////////////////////////////////////
  179. //returns 1st string if female, 2nd string otherwise
  180. // Example: mes callfunc("F_Sex","What a beautiful lady!","What a handsom man!");
  181. function script F_SexMes {
  182. return getarg(Sex);
  183. }
  184. //////////////////////////////////////////////////////////////////////////////////
  185. // *** Function "F_Hi"
  186. //////////////////////////////////////////////////////////////////////////////////
  187. //returns random HELLO message
  188. function script F_Hi {
  189. return callfunc("F_RandMes",5,"Hi!","Hello!","Good day!","How are you?","Hello there.");
  190. }
  191. //////////////////////////////////////////////////////////////////////////////////
  192. // *** Function "F_Bye"
  193. //////////////////////////////////////////////////////////////////////////////////
  194. //returns random BYE message
  195. function script F_Bye {
  196. return callfunc("F_RandMes",6,"Bye. See you again.","Later.","Goodbye.","Good luck!","Have a nice day!","Byebye!!!");
  197. }
  198. //////////////////////////////////////////////////////////////////////////////////
  199. // *** Function "F_ItemName"
  200. //////////////////////////////////////////////////////////////////////////////////
  201. // Returns expanded item name string
  202. //Argumentss
  203. // 0 - Item ID
  204. // 1 - Element N (0=none,1=Ice,2=Earth,3=Fire,4=Wind)
  205. // 2 - VVS meter 0..3
  206. // 3 - Refine
  207. // Example: mes "Show me your "+callfunc("F_ItemName",1201,1,2,5)+"...";
  208. // is equal to: mes "Show me your ^000090 +5 VVS Fire Knife ^000000..."
  209. function script F_ItemName {
  210. set @t$,"^000090";
  211. if(getarg(3)) set @t$,@t$+"+"+getarg(3)+" ";
  212. if(getarg(2)==1) set @t$,@t$+"VS ";
  213. if(getarg(2)==2) set @t$,@t$+"VVS ";
  214. if(getarg(2)==3) set @t$,@t$+"VVVS ";
  215. if(getarg(2)>3) set @t$,@t$+getarg(2)+"xVS ";
  216. if(getarg(1)==1) set @t$,@t$+"Ice ";
  217. if(getarg(1)==2) set @t$,@t$+"Earth ";
  218. if(getarg(1)==3) set @t$,@t$+"Fire ";
  219. if(getarg(1)==4) set @t$,@t$+"Wind ";
  220. if(getarg(1)>4) set @t$,@t$+"Strange ";
  221. return @t$+getitemname(getarg(0))+"^000000";
  222. }
  223. //////////////////////////////////////////////////////////////////////////////////
  224. // *** Function "getJobName" //
  225. // [Usage] : callfunc("getJobName",Class); //
  226. //////////////////////////////////////////////////////////////////////////////////
  227. function script getJobName {
  228. switch(getarg(0)){
  229. case Job_Novice:
  230. return "Novice";
  231. case Job_Swordman:
  232. return "Swordman";
  233. case Job_Mage:
  234. return "Magician";
  235. case Job_Archer:
  236. return "Archer";
  237. case Job_Acolyte:
  238. return "Acolyte";
  239. case Job_Merchant:
  240. return "Merchant";
  241. case Job_Thief:
  242. return "Thief";
  243. case Job_Knight:
  244. case Job_Knight2:
  245. return "Knight";
  246. case Job_Priest:
  247. return "Priest";
  248. case Job_Wizard:
  249. return "Wizard";
  250. case Job_Blacksmith:
  251. return "Blacksmith";
  252. case Job_Hunter:
  253. return "Hunter";
  254. case Job_Assassin:
  255. return "Assassin";
  256. case Job_Crusader:
  257. case Job_Crusader2:
  258. return "Crusader";
  259. case Job_Monk:
  260. return "Monk";
  261. case Job_Sage:
  262. return "Sage";
  263. case Job_Rogue:
  264. return "Rogue";
  265. case Job_Alchem:
  266. return "Alchemist";
  267. case Job_Bard:
  268. return "Bard";
  269. case Job_Dancer:
  270. return "Dancer";
  271. case Job_SuperNovice:
  272. return "Super Novice";
  273. case Job_Gunslinger:
  274. return "Gunsligner";
  275. case Job_Ninja:
  276. return "Ninja";
  277. case Job_Xmas:
  278. return "Xmas";
  279. case Job_Novice_High:
  280. return "Novice High";
  281. case Job_Swordman_High:
  282. return "Swordman High";
  283. case Job_Mage_High:
  284. return "Magician High";
  285. case Job_Archer_High:
  286. return "Archer High";
  287. case Job_Acolyte_High:
  288. return "Acolyte High";
  289. case Job_Merchant_High:
  290. return "Merchant High";
  291. case Job_Thief_High:
  292. return "Thief High";
  293. case Job_Lord_Knight:
  294. case Job_Lord_Knight2:
  295. return "Lord Knight";
  296. case Job_High_Priest:
  297. return "High Priest";
  298. case Job_High_Wizard:
  299. return "High Wizard";
  300. case Job_Whitesmith:
  301. return "Whitesmith";
  302. case Job_Sniper:
  303. return "Sniper";
  304. case Job_Assassin_Cross:
  305. return "Assassin Cross";
  306. case Job_Paladin:
  307. case Job_Paladin2:
  308. return "Paladin";
  309. case Job_Champion:
  310. return "Champion";
  311. case Job_Professor:
  312. return "Professor";
  313. case Job_Stalker:
  314. return "Stalker";
  315. case Job_Creator:
  316. return "Creator";
  317. case Job_Clown:
  318. return "Clown";
  319. case Job_Gypsy:
  320. return "Gypsy";
  321. case Job_Baby:
  322. return "Baby";
  323. case Job_Baby_Swordman:
  324. return "Baby Swordman";
  325. case Job_Baby_Mage:
  326. return "Baby Magician";
  327. case Job_Baby_Archer:
  328. return "Baby Archer";
  329. case Job_Baby_Acolyte:
  330. return "Baby Acolyte";
  331. case Job_Baby_Merchant:
  332. return "Baby Merchant";
  333. case Job_Baby_Thief:
  334. return "Baby Thief";
  335. case Job_Baby_Knight:
  336. case Job_Baby_Knight2:
  337. return "Baby Knight";
  338. case Job_Baby_Priest:
  339. return "Baby Priest";
  340. case Job_Baby_Wizard:
  341. return "Baby Wizard";
  342. case Job_Baby_Blacksmith:
  343. return "Baby Blacksmith";
  344. case Job_Baby_Hunter:
  345. return "Baby Hunter";
  346. case Job_Baby_Assassin:
  347. return "Baby Assassin";
  348. case Job_Baby_Crusader:
  349. case Job_Baby_Crusader2:
  350. return "Baby Crusader";
  351. case Job_Baby_Monk:
  352. return "Baby Monk";
  353. case Job_Baby_Sage:
  354. return "Baby Sage";
  355. case Job_Baby_Rogue:
  356. return "Baby Rogue";
  357. case Job_Baby_Alchem:
  358. return "Baby Alchemist";
  359. case Job_Baby_Bard:
  360. return "Baby Bard";
  361. case Job_Baby_Dancer:
  362. return "Baby Dancer";
  363. case Job_Super_Baby:
  364. return "Super Baby";
  365. case Job_Taekwon:
  366. if(Sex == 0)
  367. return "Taekwon Girl";
  368. else
  369. return "Taekwon Boy";
  370. case Job_Star_Gladiator:
  371. case Job_Star_Gladiator2:
  372. return "Star Gladiator";
  373. case Job_Soul_Linker:
  374. return "Soul Linker";
  375. case Job_Ninja:
  376. return "Ninja";
  377. case Job_Gunslinger:
  378. return "Gunslinger";
  379. case Job_Xmas:
  380. return "Christmas";
  381. case Option_Wedding:
  382. if(Sex == 0)
  383. return "Bride";
  384. else
  385. return "Bridegroom";
  386. default:
  387. return "omghaxor";
  388. }
  389. }
  390. //////////////////////////////////////////////////////////////////////////////////
  391. // *** Function "F_SaveQuestSkills": Store learnt quest skills
  392. //////////////////////////////////////////////////////////////////////////////////
  393. function script F_SaveQuestSkills {
  394. set ADV_QSK,0; set ADV_QSK2,0;
  395. //1st classes quest skills
  396. for(set @i, 0; @i < 14; set @i, @i + 1){
  397. if(getskilllv(144+@i)) set ADV_QSK,ADV_QSK|pow(2,@i);
  398. }
  399. //2nd classes quest skills
  400. for(set @i, 0; @i < 19; set @i, @i + 1){
  401. if(getskilllv(1001+@i)) set ADV_QSK2,ADV_QSK2|pow(2,@i);
  402. }
  403. return;
  404. }
  405. //////////////////////////////////////////////////////////////////////////////////
  406. // *** Function "F_Load1Skills": Restore learnt 1st class quest skills
  407. //////////////////////////////////////////////////////////////////////////////////
  408. function script F_Load1Skills {
  409. //1st classes quest skills
  410. for(set @i, 0; @i < 14; set @i, @i + 1){
  411. if(ADV_QSK|pow(2,@i) == ADV_QSK) skill 144+@i,1,0;
  412. }
  413. set ADV_QSK,0; //Clear var
  414. return;
  415. }
  416. //////////////////////////////////////////////////////////////////////////////////
  417. // *** Function "F_Load2Skills": Restore learnt 2nd class quest skills
  418. //////////////////////////////////////////////////////////////////////////////////
  419. function script F_Load2Skills {
  420. //2nd classes quest skills
  421. for(set @i, 0; @i < 19; set @i, @i + 1){
  422. if(ADV_QSK2|pow(2,@i) == ADV_QSK2) skill 1001+@i,1,0;
  423. }
  424. set ADV_QSK2,0; //Clear var
  425. return;
  426. }