Global_Functions.txt 13 KB

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  1. //===== eAthena Script =======================================
  2. //= Global Functions
  3. //===== By: ==================================================
  4. //= Lupus, kobra_k88
  5. //===== Current Version: =====================================
  6. //= 1.8
  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. //============================================================
  23. //////////////////////////////////////////////////////////////////////////////////
  24. // Function that clears job quest variables
  25. //////////////////////////////////////////////////////////////////////////////////
  26. function script F_ClearJobVar {
  27. // Misc ---------------------------------
  28. set JBLVL,0;
  29. // First Class Jobs ---------------------
  30. set job_acolyte_q,0; set job_acolyte_q2,0;
  31. set job_archer_q,0;
  32. set job_magician_q,0;
  33. set job_merchant_q,0; set job_merchant_q2,0; set job_merchant_q3,0;
  34. set job_sword_q,0; set job_sword_q2,0; set SWTEST, 0;
  35. set job_thief_q,0;
  36. // Super Novice
  37. set SUPNOV_Q,0;
  38. // 2-1 Jobs ------------------------------
  39. set ASSIN_Q,0; set ASSIN_Q2,0;
  40. set BSMITH_Q,0; set BSMITH_Q2,0;
  41. set HNTR_Q,0; set HNTR_Q2,0;
  42. set KNIGHT_Q,0; set KNIGHT_Q2,0;
  43. set PRIEST_Q,0; set PRIEST_Q2,0; set PRIEST_Q3,0;
  44. set WIZ_Q,0; set WIZ_Q2,0;
  45. // 2-2 Jobs ------------------------------
  46. set ROGUE_Q,0; set ROGUE_Q2,0;
  47. set ALCH_Q,0; set ALCH_Q2,0; set al_morgen,0;
  48. set CRUS_Q,0;
  49. set MONK_Q,0; set JOB_MONK_C,0;
  50. set SAGE_Q,0; set SAGE_Q2,0;
  51. set DANC_Q,0;
  52. set BARD_Q,0;
  53. // Extended Classes
  54. set TAEK_Q,0;
  55. set STGL_Q,0;
  56. set SOUL_Q,0;
  57. return;
  58. }
  59. //////////////////////////////////////////////////////////////////////////////////
  60. // Used in REBIRTH scripts
  61. // Class = Internal Class ID
  62. // BaseJob = Base Job (0..23)
  63. // Upper : 0 - Default, 1 - Advanced, 2 - Baby
  64. //////////////////////////////////////////////////////////////////////////////////
  65. function script Job_Change {
  66. if (Upper==0) jobchange getarg(0); //Change Job For Common
  67. if (Upper==2) jobchange getarg(0) + Job_Baby; //Change Job For Baby Class
  68. return;
  69. }
  70. //////////////////////////////////////////////////////////////////////////////////
  71. // FOT BACKWISE COMPATIBILITY: Functions used to check a players job class
  72. // HOW TO USE:
  73. // i.e. We need all holy classes but monks
  74. // if ( callfunc("Is_Holy_Class") && callfunc("Is_Monk")==0 ) goto L_Start;
  75. //////////////////////////////////////////////////////////////////////////////////
  76. //////////////////////////////////////////////////////////////////////////////////
  77. // returns 1 if the player is either Aco,Monk,Priest,Aco High,High Priest,
  78. // Champion, 0 otherwise
  79. //////////////////////////////////////////////////////////////////////////////////
  80. function script Is_Holy_Class {
  81. return ( BaseJob==Job_Acolyte || BaseJob==Job_Priest || BaseJob==Job_Monk );
  82. }
  83. //////////////////////////////////////////////////////////////////////////////////
  84. // returns 1 if the player is either Archer,Hunter,Bard,Dancer,Archer High,Sniper,
  85. // Clown,Gypsy, 0 otherwise
  86. //////////////////////////////////////////////////////////////////////////////////
  87. function script Is_Bow_Class {
  88. return ( BaseJob==Job_Archer || BaseJob==Job_Hunter || BaseJob==Job_Bard || BaseJob==Job_Dancer );
  89. }
  90. //////////////////////////////////////////////////////////////////////////////////
  91. // returns 1 if the player is either Mage,Wizard,Sage,Mage High,High Wizard,
  92. // Professor, 0 otherwise
  93. //////////////////////////////////////////////////////////////////////////////////
  94. function script Is_Magic_Class {
  95. return ( BaseJob==Job_Mage || BaseJob==Job_Wizard || BaseJob==Job_Sage );
  96. }
  97. //////////////////////////////////////////////////////////////////////////////////
  98. // returns 1 if the player is either Merc,Blacksmith,Alchemist,Merc High,
  99. // Whitesmith,Creator, 0 otherwise
  100. //////////////////////////////////////////////////////////////////////////////////
  101. function script Is_Merc_Class {
  102. return ( BaseJob==Job_Merchant || BaseJob==Job_Blacksmith || BaseJob==Job_Alchem );
  103. }
  104. //////////////////////////////////////////////////////////////////////////////////
  105. // returns 1 if the player is either Thief,Assassin,Rogue,Thief High, Assassin Cross
  106. // Stalker, 0 otherwise
  107. //////////////////////////////////////////////////////////////////////////////////
  108. function script Is_Thief_Class {
  109. return ( BaseJob==Job_Thief || BaseJob==Job_Assassin || BaseJob==Job_Rogue );
  110. }
  111. //////////////////////////////////////////////////////////////////////////////////
  112. // returns 1 if the player is either Swordy,Knight,Crusader,Swordy High,
  113. // Lord Knight,Paladin, 0 otherwise
  114. //////////////////////////////////////////////////////////////////////////////////
  115. function script Is_Sword_Class {
  116. return ( BaseJob==Job_Swordman || BaseJob==Job_Knight || BaseJob==Job_Knight2 || BaseJob==Job_Crusader || BaseJob==Job_Crusader2 );
  117. }
  118. //////////////////////////////////////////////////////////////////////////////////
  119. // returns 1 if the player is either Taekwon, Star Gladiator,Soul Linker, 0 otherwise
  120. // these classes can't be adopted nor reborn ()
  121. //////////////////////////////////////////////////////////////////////////////////
  122. function script Is_Taekwon_Class {
  123. return ( Class==Job_Taekwon || Class==Job_Star_Gladiator || Class==Job_Star_Gladiator2 || Class==Job_Soul_Linker );
  124. }
  125. //////////////////////////////////////////////////////////////////////////////////
  126. // Functions used to spiff up dialoges [Lupus]
  127. //////////////////////////////////////////////////////////////////////////////////
  128. //////////////////////////////////////////////////////////////////////////////////
  129. // *** Function "F_RandMes"
  130. //////////////////////////////////////////////////////////////////////////////////
  131. //returns random string
  132. // Example: check F_Bye or F_Hi functions
  133. // READ AND THINK: You can use it to pick a random number form list:
  134. // set @itemIDfromList, callfunc("F_RandMes",8,1129,1222,1163,1357,1360,1522,1811,1410);
  135. function script F_RandMes {
  136. return getarg(rand(1,getarg(0)));
  137. }
  138. //////////////////////////////////////////////////////////////////////////////////
  139. // *** Function "F_Sex"
  140. //////////////////////////////////////////////////////////////////////////////////
  141. //returns 1st string if female, 2nd string otherwise
  142. // Example: mes callfunc("F_Sex","What a beautiful lady!","What a handsom man!");
  143. function script F_SexMes {
  144. return getarg(Sex);
  145. }
  146. //////////////////////////////////////////////////////////////////////////////////
  147. // *** Function "F_Hi"
  148. //////////////////////////////////////////////////////////////////////////////////
  149. //returns random HELLO message
  150. function script F_Hi {
  151. return callfunc("F_RandMes",5,"Hi!","Hello!","Good day!","How are you?","Hello there.");
  152. }
  153. //////////////////////////////////////////////////////////////////////////////////
  154. // *** Function "F_Bye"
  155. //////////////////////////////////////////////////////////////////////////////////
  156. //returns random BYE message
  157. function script F_Bye {
  158. return callfunc("F_RandMes",6,"Bye. See you again.","Later.","Goodbye.","Good luck!","Have a nice day!","Byebye!!!");
  159. }
  160. //////////////////////////////////////////////////////////////////////////////////
  161. // *** Function "F_ItemName"
  162. //////////////////////////////////////////////////////////////////////////////////
  163. // Returns expanded item name string
  164. //Argumentss
  165. // 0 - Item ID
  166. // 1 - Element N (0=none,1=Ice,2=Earth,3=Fire,4=Wind)
  167. // 2 - VVS meter 0..3
  168. // 3 - Refine
  169. // Example: mes "Show me your "+callfunc("F_ItemName",1201,1,2,5)+"...";
  170. // is equal to: mes "Show me your ^000090 +5 VVS Fire Knife ^000000..."
  171. function script F_ItemName {
  172. set @t$,"^000090";
  173. if(getarg(3)) set @t$,@t$+"+"+getarg(3)+" ";
  174. if(getarg(2)==1) set @t$,@t$+"VS ";
  175. if(getarg(2)==2) set @t$,@t$+"VVS ";
  176. if(getarg(2)==3) set @t$,@t$+"VVVS ";
  177. if(getarg(2)>3) set @t$,@t$+getarg(2)+"xVS ";
  178. if(getarg(1)==1) set @t$,@t$+"Ice ";
  179. if(getarg(1)==2) set @t$,@t$+"Earth ";
  180. if(getarg(1)==3) set @t$,@t$+"Fire ";
  181. if(getarg(1)==4) set @t$,@t$+"Wind ";
  182. if(getarg(1)>4) set @t$,@t$+"Strange ";
  183. return @t$+getitemname(getarg(0))+"^000000";
  184. }
  185. //////////////////////////////////////////////////////////////////////////////////
  186. // *** Function "getJobName" //
  187. // [Usage] : callfunc("getJobName",Class); //
  188. //////////////////////////////////////////////////////////////////////////////////
  189. function script getJobName {
  190. switch(getarg(0)){
  191. case Job_Novice:
  192. return "Novice";
  193. case Job_Swordman:
  194. return "Swordman";
  195. case Job_Mage:
  196. return "Magician";
  197. case Job_Archer:
  198. return "Archer";
  199. case Job_Acolyte:
  200. return "Acolyte";
  201. case Job_Merchant:
  202. return "Merchant";
  203. case Job_Thief:
  204. return "Thief";
  205. case Job_Knight:
  206. case Job_Knight2:
  207. return "Knight";
  208. case Job_Priest:
  209. return "Priest";
  210. case Job_Wizard:
  211. return "Wizard";
  212. case Job_Blacksmith:
  213. return "Blacksmith";
  214. case Job_Hunter:
  215. return "Hunter";
  216. case Job_Assassin:
  217. return "Assassin";
  218. case Job_Crusader:
  219. case Job_Crusader2:
  220. return "Crusader";
  221. case Job_Monk:
  222. return "Monk";
  223. case Job_Sage:
  224. return "Sage";
  225. case Job_Rogue:
  226. return "Rogue";
  227. case Job_Alchem:
  228. return "Alchemist";
  229. case Job_Bard:
  230. return "Bard";
  231. case Job_Dancer:
  232. return "Dancer";
  233. case Job_SuperNovice:
  234. return "Super Novice";
  235. case Job_Gunslinger:
  236. return "Gunsligner";
  237. case Job_Ninja:
  238. return "Ninja";
  239. case Job_Xmas:
  240. return "Xmas";
  241. case Job_Novice_High:
  242. return "Novice High";
  243. case Job_Swordman_High:
  244. return "Swordman High";
  245. case Job_Mage_High:
  246. return "Magician High";
  247. case Job_Archer_High:
  248. return "Archer High";
  249. case Job_Acolyte_High:
  250. return "Acolyte High";
  251. case Job_Merchant_High:
  252. return "Merchant High";
  253. case Job_Thief_High:
  254. return "Thief High";
  255. case Job_Lord_Knight:
  256. case Job_Lord_Knight2:
  257. return "Lord Knight";
  258. case Job_High_Priest:
  259. return "High Priest";
  260. case Job_High_Wizard:
  261. return "High Wizard";
  262. case Job_Whitesmith:
  263. return "Whitesmith";
  264. case Job_Sniper:
  265. return "Sniper";
  266. case Job_Assassin_Cross:
  267. return "Assassin Cross";
  268. case Job_Paladin:
  269. case Job_Paladin2:
  270. return "Paladin";
  271. case Job_Champion:
  272. return "Champion";
  273. case Job_Professor:
  274. return "Professor";
  275. case Job_Stalker:
  276. return "Stalker";
  277. case Job_Creator:
  278. return "Creator";
  279. case Job_Clown:
  280. return "Clown";
  281. case Job_Gypsy:
  282. return "Gypsy";
  283. case Job_Baby:
  284. return "Baby";
  285. case Job_Baby_Swordman:
  286. return "Baby Swordman";
  287. case Job_Baby_Mage:
  288. return "Baby Magician";
  289. case Job_Baby_Archer:
  290. return "Baby Archer";
  291. case Job_Baby_Acolyte:
  292. return "Baby Acolyte";
  293. case Job_Baby_Merchant:
  294. return "Baby Merchant";
  295. case Job_Baby_Thief:
  296. return "Baby Thief";
  297. case Job_Baby_Knight:
  298. case Job_Baby_Knight2:
  299. return "Baby Knight";
  300. case Job_Baby_Priest:
  301. return "Baby Priest";
  302. case Job_Baby_Wizard:
  303. return "Baby Wizard";
  304. case Job_Baby_Blacksmith:
  305. return "Baby Blacksmith";
  306. case Job_Baby_Hunter:
  307. return "Baby Hunter";
  308. case Job_Baby_Assassin:
  309. return "Baby Assassin";
  310. case Job_Baby_Crusader:
  311. case Job_Baby_Crusader2:
  312. return "Baby Crusader";
  313. case Job_Baby_Monk:
  314. return "Baby Monk";
  315. case Job_Baby_Sage:
  316. return "Baby Sage";
  317. case Job_Baby_Rogue:
  318. return "Baby Rogue";
  319. case Job_Baby_Alchem:
  320. return "Baby Alchemist";
  321. case Job_Baby_Bard:
  322. return "Baby Bard";
  323. case Job_Baby_Dancer:
  324. return "Baby Dancer";
  325. case Job_Super_Baby:
  326. return "Super Baby";
  327. case Job_Taekwon:
  328. if(Sex == 0)
  329. return "Taekwon Girl";
  330. else
  331. return "Taekwon Boy";
  332. case Job_Star_Gladiator:
  333. case Job_Star_Gladiator2:
  334. return "Star Gladiator";
  335. case Job_Soul_Linker:
  336. return "Soul Linker";
  337. default:
  338. return "omghaxor";
  339. }
  340. }