Global_Functions.txt 17 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 //= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus]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. //= +more garbage clean
  31. //= 2.06 Pass to Bio-Lab -> MISC_QUEST|512 [Lupus]
  32. //============================================================
  33. //////////////////////////////////////////////////////////////////////////////////
  34. // Function that clears job quest variables
  35. //////////////////////////////////////////////////////////////////////////////////
  36. function script F_ClearJobVar {
  37. // Misc ---------------------------------
  38. set JBLVL,0;
  39. set FIRSTAID,0;
  40. set PLAYDEAD,0;
  41. set got_bandage,0;
  42. set got_novnametag,0;
  43. // First Class Jobs ---------------------
  44. set job_acolyte_q,0; set job_acolyte_q2,0;
  45. set job_archer_q,0;
  46. set job_magician_q,0;
  47. set job_merchant_q,0; set job_merchant_q2,0; set job_merchant_q3,0;
  48. set job_sword_q,0; set SWTEST, 0;
  49. set job_thief_q,0;
  50. // Super Novice
  51. set SUPNOV_Q,0;
  52. // 2-1 Jobs ------------------------------
  53. set ASSIN_Q,0; set ASSIN_Q2,0;
  54. set BSMITH_Q,0; set BSMITH_Q2,0;
  55. set HNTR_Q,0; set HNTR_Q2,0;
  56. set KNIGHT_Q,0; set KNIGHT_Q2,0;
  57. set PRIEST_Q,0; set PRIEST_Q2,0; set PRIEST_Q3,0;
  58. set WIZ_Q,0; set WIZ_Q2,0;
  59. // 2-2 Jobs ------------------------------
  60. set ROGUE_Q,0; set ROGUE_Q2,0;
  61. set ALCH_Q,0; set ALCH_Q2,0;
  62. set CRUS_Q,0;
  63. set MONK_Q,0; set JOB_MONK_C,0;
  64. set SAGE_Q,0; set SAGE_Q2,0;
  65. set DANC_Q,0;
  66. set BARD_Q,0;
  67. // Extended Classes
  68. set TAEK_Q,0;
  69. set STGL_Q,0;
  70. set SOUL_Q,0;
  71. set GUNS_Q,0;
  72. return;
  73. }
  74. function script F_ClearGarbage {
  75. // Clear outdated global VARS
  76. //DTS Vote System
  77. if(dtseligible == 2) set MISC_QUEST,MISC_QUEST|128;
  78. if(dtseligible == 3) set dtseligible,0;
  79. if($talk) set $talk,0;
  80. if($dtsglobalelig) set $dtsglobalelig,0;
  81. if($dts&(1<<6)) set $dts,$dts&~(1<<6);
  82. //Misc Quests
  83. if(MARIANNE) {set MISC_QUEST,MISC_QUEST | 1; set MARIANNE,0;}
  84. set MEAT,0; set MORRISON,0;
  85. set BUNYBND,0; set TEMPESTRA,0;
  86. set sewer_prt,0; set iz_move_alberta,0;
  87. if(MORGEN >= 2) {set MISC_QUEST,MISC_QUEST | 4; set MORGEN,0;}
  88. //Valhalla Remember Quest Skills. Unused
  89. set QSK1,0; set QSK2,0; set QSK3,0; set QSK4,0;
  90. //Niflheim
  91. if(nif_q_done) {set nif_q_done,0; set MISC_QUEST,MISC_QUEST | 64;}
  92. if(niflheimlost2) set MISC_QUEST,MISC_QUEST | 256;
  93. set niflheimlost2,0; set niflheimlost,0; set lostgirl,0;
  94. set nif_t,0; set nif_random,0; set nif_random1,0;
  95. if(MISC_QUEST&32){set nif_quest1,0; set nif_quest2,0; set nif_quest3,0; set nif_quest4,0; set nif_quest5,0;}
  96. //1st Class Quest Skills
  97. set ARWCRFT,0; set HOLYLIGHT,0; set ARWREP,0; set ENRGYCOAT,0; set CRAZYROAR,0; set CHANGECART,0; set CARTREVO,0;
  98. set SANDATTACK,0; set STONEFLING,0; set BACKSLIDE,0; set BAGNFNTY,0;
  99. //Cube Room
  100. if(hzdun) {
  101. set MISC_QUEST,MISC_QUEST|512;
  102. set num1,0; set num2,0; set num3,0; set num4,0; set num5,0;
  103. set num6,0; set num7,0; set num8,0; set num9,0;
  104. set hzdun,0; set cubekey,0; set piciburn,0;
  105. }
  106. set axe,0; set ykey,0; set box,0;
  107. set knife,0; set redkey,0; set srod1,0; set srod2,0;
  108. set fkey,0; set gkey,0; set polygon,0; set machine,0;
  109. set bkey,0; set ellipse,0; set quadrangle,0; set rod,0;
  110. return;
  111. }
  112. //////////////////////////////////////////////////////////////////////////////////
  113. // Used in REBIRTH scripts
  114. // Class = Internal Class ID
  115. // BaseJob = Base Job (0..23)
  116. // Upper : 0 - Default, 1 - Advanced, 2 - Baby
  117. //////////////////////////////////////////////////////////////////////////////////
  118. function script Job_Change {
  119. if (Upper<2)
  120. jobchange getarg(0); // Common jobchange
  121. else
  122. jobchange getarg(0) + Job_Baby; //Change Job For Baby Class
  123. return;
  124. }
  125. //////////////////////////////////////////////////////////////////////////////////
  126. // FOT BACKWISE COMPATIBILITY: Functions used to check a players job class
  127. // HOW TO USE:
  128. // i.e. We need all holy classes but monks
  129. // if ( callfunc("Is_Holy_Class") && callfunc("Is_Monk")==0 ) goto L_Start;
  130. //////////////////////////////////////////////////////////////////////////////////
  131. //////////////////////////////////////////////////////////////////////////////////
  132. // returns 1 if the player is either Aco,Monk,Priest,Aco High,High Priest,
  133. // Champion, 0 otherwise
  134. //////////////////////////////////////////////////////////////////////////////////
  135. function script Is_Holy_Class {
  136. return ( BaseJob==Job_Acolyte || BaseJob==Job_Priest || BaseJob==Job_Monk );
  137. }
  138. //////////////////////////////////////////////////////////////////////////////////
  139. // returns 1 if the player is either Archer,Hunter,Bard,Dancer,Archer High,Sniper,
  140. // Clown,Gypsy, 0 otherwise
  141. //////////////////////////////////////////////////////////////////////////////////
  142. function script Is_Bow_Class {
  143. return ( BaseJob==Job_Archer || BaseJob==Job_Hunter || BaseJob==Job_Bard || BaseJob==Job_Dancer );
  144. }
  145. //////////////////////////////////////////////////////////////////////////////////
  146. // returns 1 if the player is either Mage,Wizard,Sage,Mage High,High Wizard,
  147. // Professor, 0 otherwise
  148. //////////////////////////////////////////////////////////////////////////////////
  149. function script Is_Magic_Class {
  150. return ( BaseJob==Job_Mage || BaseJob==Job_Wizard || BaseJob==Job_Sage );
  151. }
  152. //////////////////////////////////////////////////////////////////////////////////
  153. // returns 1 if the player is either Merc,Blacksmith,Alchemist,Merc High,
  154. // Whitesmith,Creator, 0 otherwise
  155. //////////////////////////////////////////////////////////////////////////////////
  156. function script Is_Merc_Class {
  157. return ( BaseJob==Job_Merchant || BaseJob==Job_Blacksmith || BaseJob==Job_Alchem );
  158. }
  159. //////////////////////////////////////////////////////////////////////////////////
  160. // returns 1 if the player is either Thief,Assassin,Rogue,Thief High, Assassin Cross
  161. // Stalker, 0 otherwise
  162. //////////////////////////////////////////////////////////////////////////////////
  163. function script Is_Thief_Class {
  164. return ( BaseJob==Job_Thief || BaseJob==Job_Assassin || BaseJob==Job_Rogue );
  165. }
  166. //////////////////////////////////////////////////////////////////////////////////
  167. // returns 1 if the player is either Swordy,Knight,Crusader,Swordy High,
  168. // Lord Knight,Paladin, 0 otherwise
  169. //////////////////////////////////////////////////////////////////////////////////
  170. function script Is_Sword_Class {
  171. return ( BaseJob==Job_Swordman || BaseJob==Job_Knight || BaseJob==Job_Knight2 || BaseJob==Job_Crusader || BaseJob==Job_Crusader2 );
  172. }
  173. //////////////////////////////////////////////////////////////////////////////////
  174. // returns 1 if the player is either Taekwon, Star Gladiator,Soul Linker, 0 otherwise
  175. // these classes can't be adopted nor reborn ()
  176. //////////////////////////////////////////////////////////////////////////////////
  177. function script Is_Taekwon_Class {
  178. return ( Class==Job_Taekwon || Class==Job_Star_Gladiator || Class==Job_Star_Gladiator2 || Class==Job_Soul_Linker );
  179. }
  180. //////////////////////////////////////////////////////////////////////////////////
  181. // Functions used to spiff up dialoges [Lupus]
  182. //////////////////////////////////////////////////////////////////////////////////
  183. //////////////////////////////////////////////////////////////////////////////////
  184. // *** Function "F_RandMes"
  185. //////////////////////////////////////////////////////////////////////////////////
  186. //returns random string
  187. // Example: check F_Bye or F_Hi functions
  188. // READ AND THINK: You can use it to pick a random number form list:
  189. // set @itemIDfromList, callfunc("F_RandMes",8,1129,1222,1163,1357,1360,1522,1811,1410);
  190. function script F_RandMes {
  191. return getarg(rand(1,getarg(0)));
  192. }
  193. //////////////////////////////////////////////////////////////////////////////////
  194. // *** Function "F_Sex"
  195. //////////////////////////////////////////////////////////////////////////////////
  196. //returns 1st string if female, 2nd string otherwise
  197. // Example: mes callfunc("F_Sex","What a beautiful lady!","What a handsom man!");
  198. function script F_SexMes {
  199. return getarg(Sex);
  200. }
  201. //////////////////////////////////////////////////////////////////////////////////
  202. // *** Function "F_Hi"
  203. //////////////////////////////////////////////////////////////////////////////////
  204. //returns random HELLO message
  205. function script F_Hi {
  206. return callfunc("F_RandMes",5,"Hi!","Hello!","Good day!","How are you?","Hello there.");
  207. }
  208. //////////////////////////////////////////////////////////////////////////////////
  209. // *** Function "F_Bye"
  210. //////////////////////////////////////////////////////////////////////////////////
  211. //returns random BYE message
  212. function script F_Bye {
  213. return callfunc("F_RandMes",6,"Bye. See you again.","Later.","Goodbye.","Good luck!","Have a nice day!","Byebye!!!");
  214. }
  215. //////////////////////////////////////////////////////////////////////////////////
  216. // *** Function "F_ItemName"
  217. //////////////////////////////////////////////////////////////////////////////////
  218. // Returns expanded item name string
  219. //Argumentss
  220. // 0 - Item ID
  221. // 1 - Element N (0=none,1=Ice,2=Earth,3=Fire,4=Wind)
  222. // 2 - VVS meter 0..3
  223. // 3 - Refine
  224. // Example: mes "Show me your "+callfunc("F_ItemName",1201,1,2,5)+"...";
  225. // is equal to: mes "Show me your ^000090 +5 VVS Fire Knife ^000000..."
  226. function script F_ItemName {
  227. set @t$,"^000090";
  228. if(getarg(3)) set @t$,@t$+"+"+getarg(3)+" ";
  229. if(getarg(2)==1) set @t$,@t$+"VS ";
  230. if(getarg(2)==2) set @t$,@t$+"VVS ";
  231. if(getarg(2)==3) set @t$,@t$+"VVVS ";
  232. if(getarg(2)>3) set @t$,@t$+getarg(2)+"xVS ";
  233. if(getarg(1)==1) set @t$,@t$+"Ice ";
  234. if(getarg(1)==2) set @t$,@t$+"Earth ";
  235. if(getarg(1)==3) set @t$,@t$+"Fire ";
  236. if(getarg(1)==4) set @t$,@t$+"Wind ";
  237. if(getarg(1)>4) set @t$,@t$+"Strange ";
  238. return @t$+getitemname(getarg(0))+"^000000";
  239. }
  240. //////////////////////////////////////////////////////////////////////////////////
  241. // *** Function "getJobName" //
  242. // [Usage] : callfunc("getJobName",Class); //
  243. //////////////////////////////////////////////////////////////////////////////////
  244. function script getJobName {
  245. switch(getarg(0)){
  246. case Job_Novice:
  247. return "Novice";
  248. case Job_Swordman:
  249. return "Swordman";
  250. case Job_Mage:
  251. return "Magician";
  252. case Job_Archer:
  253. return "Archer";
  254. case Job_Acolyte:
  255. return "Acolyte";
  256. case Job_Merchant:
  257. return "Merchant";
  258. case Job_Thief:
  259. return "Thief";
  260. case Job_Knight:
  261. case Job_Knight2:
  262. return "Knight";
  263. case Job_Priest:
  264. return "Priest";
  265. case Job_Wizard:
  266. return "Wizard";
  267. case Job_Blacksmith:
  268. return "Blacksmith";
  269. case Job_Hunter:
  270. return "Hunter";
  271. case Job_Assassin:
  272. return "Assassin";
  273. case Job_Crusader:
  274. case Job_Crusader2:
  275. return "Crusader";
  276. case Job_Monk:
  277. return "Monk";
  278. case Job_Sage:
  279. return "Sage";
  280. case Job_Rogue:
  281. return "Rogue";
  282. case Job_Alchem:
  283. return "Alchemist";
  284. case Job_Bard:
  285. return "Bard";
  286. case Job_Dancer:
  287. return "Dancer";
  288. case Job_SuperNovice:
  289. return "Super Novice";
  290. case Job_Gunslinger:
  291. return "Gunsligner";
  292. case Job_Ninja:
  293. return "Ninja";
  294. case Job_Xmas:
  295. return "Xmas";
  296. case Job_Novice_High:
  297. return "Novice High";
  298. case Job_Swordman_High:
  299. return "Swordman High";
  300. case Job_Mage_High:
  301. return "Magician High";
  302. case Job_Archer_High:
  303. return "Archer High";
  304. case Job_Acolyte_High:
  305. return "Acolyte High";
  306. case Job_Merchant_High:
  307. return "Merchant High";
  308. case Job_Thief_High:
  309. return "Thief High";
  310. case Job_Lord_Knight:
  311. case Job_Lord_Knight2:
  312. return "Lord Knight";
  313. case Job_High_Priest:
  314. return "High Priest";
  315. case Job_High_Wizard:
  316. return "High Wizard";
  317. case Job_Whitesmith:
  318. return "Whitesmith";
  319. case Job_Sniper:
  320. return "Sniper";
  321. case Job_Assassin_Cross:
  322. return "Assassin Cross";
  323. case Job_Paladin:
  324. case Job_Paladin2:
  325. return "Paladin";
  326. case Job_Champion:
  327. return "Champion";
  328. case Job_Professor:
  329. return "Professor";
  330. case Job_Stalker:
  331. return "Stalker";
  332. case Job_Creator:
  333. return "Creator";
  334. case Job_Clown:
  335. return "Clown";
  336. case Job_Gypsy:
  337. return "Gypsy";
  338. case Job_Baby:
  339. return "Baby";
  340. case Job_Baby_Swordman:
  341. return "Baby Swordman";
  342. case Job_Baby_Mage:
  343. return "Baby Magician";
  344. case Job_Baby_Archer:
  345. return "Baby Archer";
  346. case Job_Baby_Acolyte:
  347. return "Baby Acolyte";
  348. case Job_Baby_Merchant:
  349. return "Baby Merchant";
  350. case Job_Baby_Thief:
  351. return "Baby Thief";
  352. case Job_Baby_Knight:
  353. case Job_Baby_Knight2:
  354. return "Baby Knight";
  355. case Job_Baby_Priest:
  356. return "Baby Priest";
  357. case Job_Baby_Wizard:
  358. return "Baby Wizard";
  359. case Job_Baby_Blacksmith:
  360. return "Baby Blacksmith";
  361. case Job_Baby_Hunter:
  362. return "Baby Hunter";
  363. case Job_Baby_Assassin:
  364. return "Baby Assassin";
  365. case Job_Baby_Crusader:
  366. case Job_Baby_Crusader2:
  367. return "Baby Crusader";
  368. case Job_Baby_Monk:
  369. return "Baby Monk";
  370. case Job_Baby_Sage:
  371. return "Baby Sage";
  372. case Job_Baby_Rogue:
  373. return "Baby Rogue";
  374. case Job_Baby_Alchem:
  375. return "Baby Alchemist";
  376. case Job_Baby_Bard:
  377. return "Baby Bard";
  378. case Job_Baby_Dancer:
  379. return "Baby Dancer";
  380. case Job_Super_Baby:
  381. return "Super Baby";
  382. case Job_Taekwon:
  383. if(Sex == 0)
  384. return "Taekwon Girl";
  385. else
  386. return "Taekwon Boy";
  387. case Job_Star_Gladiator:
  388. case Job_Star_Gladiator2:
  389. return "Star Gladiator";
  390. case Job_Soul_Linker:
  391. return "Soul Linker";
  392. case Job_Ninja:
  393. return "Ninja";
  394. case Job_Gunslinger:
  395. return "Gunslinger";
  396. case Job_Xmas:
  397. return "Christmas";
  398. case Option_Wedding:
  399. if(Sex == 0)
  400. return "Bride";
  401. else
  402. return "Bridegroom";
  403. default:
  404. return "omghaxor";
  405. }
  406. }
  407. //////////////////////////////////////////////////////////////////////////////////
  408. // *** Function "F_SaveQuestSkills": Store learnt quest skills
  409. //////////////////////////////////////////////////////////////////////////////////
  410. function script F_SaveQuestSkills {
  411. set ADV_QSK,0; set ADV_QSK2,0;
  412. //1st classes quest skills
  413. for(set @i, 0; @i < 14; set @i, @i + 1){
  414. if(getskilllv(144+@i)) set ADV_QSK,ADV_QSK|pow(2,@i);
  415. }
  416. //2nd classes quest skills
  417. for(set @i, 0; @i < 19; set @i, @i + 1){
  418. if(getskilllv(1001+@i)) set ADV_QSK2,ADV_QSK2|pow(2,@i);
  419. }
  420. return;
  421. }
  422. //////////////////////////////////////////////////////////////////////////////////
  423. // *** Function "F_Load1Skills": Restore learnt 1st class quest skills
  424. //////////////////////////////////////////////////////////////////////////////////
  425. function script F_Load1Skills {
  426. //1st classes quest skills
  427. for(set @i, 0; @i < 14; set @i, @i + 1){
  428. if(ADV_QSK|pow(2,@i) == ADV_QSK) skill 144+@i,1,0;
  429. }
  430. set ADV_QSK,0; //Clear var
  431. return;
  432. }
  433. //////////////////////////////////////////////////////////////////////////////////
  434. // *** Function "F_Load2Skills": Restore learnt 2nd class quest skills
  435. //////////////////////////////////////////////////////////////////////////////////
  436. function script F_Load2Skills {
  437. //2nd classes quest skills
  438. for(set @i, 0; @i < 19; set @i, @i + 1){
  439. if(ADV_QSK2|pow(2,@i) == ADV_QSK2) skill 1001+@i,1,0;
  440. }
  441. set ADV_QSK2,0; //Clear var
  442. return;
  443. }