123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326 |
- //===== eAthena Script =======================================
- //= Global Functions
- //===== By: ==================================================
- //= Lupus, kobra_k88
- //===== Current Version: =====================================
- //= 2.08
- //===== Compatible With: =====================================
- //= eAthena 1.0
- //===== Description: =========================================
- //= <Description>
- //===== Additional Comments: =================================
- //= Added F_ClearJobVar - on getting a new job it clears all Job Quest variables
- //= Removed individual job check functions as they were redundant [kobra_k88]
- //= 1.3 Added Job Change Function for Baby/Normal Classes
- //= 1.3b a fix, due to const.txt change [Lupus]
- //= 1.4 Added Is_Taekwon_Class: Taekwondo, Star Knight(Gladiator),Soul Linker [Lupus]
- //= 1.5 Added clear of Bard Quest variables. 1.5a updated [Lupus]
- //= 1.6 Added F_RandMes, F_SexMes, F_Hi, F_Bye functions [Lupus]
- //= Moved here useful function 'getJobName'
- //= 1.7 Added "F_ItemName" function, added a great sample for "F_ItemName"
- //= 1.8 Added Job Vars clear for Extended classes: TK,SL,SG [Lupus]
- //= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus]
- //= 1.91 Added "F_SaveQuestSkills","F_Load?Skills" functions [Lupus]
- //= 2.0 Fixed F_Save/LoadQuestSkills functions. Had to split in into 2 vars [Lupus]
- //= 2.01 Added $talk to F_ClearGarbage [Evera]
- //= 2.02 Added $dtsglobalelig and $dts|(1<<6) to F_ClearGarbage [Evera]
- //= 2.03 Added Gunslinger vars to F_ClearJobVar [Lupus]
- //= 2.04 Added dtseligible 2 (becomes MISC_QUEST|128) to F_ClearGarbage [Evera]
- //= 2.05 Book of Devil -> MISC_QUEST|256, clear other Niflheim garbage vars [Lupus]
- //= +more garbage clean
- //= 2.06 Pass to Bio-Lab -> MISC_QUEST|512 [Lupus]
- //= 2.07 Added TK_Q variable clear [Lupus]
- //- 2.08 Added NINJ_Q variable clear [Lupus]
- //============================================================
- //////////////////////////////////////////////////////////////////////////////////
- // Function that clears job quest variables
- //////////////////////////////////////////////////////////////////////////////////
- function script F_ClearJobVar {
- // Misc ---------------------------------
- set JBLVL,0;
- set FIRSTAID,0;
- set PLAYDEAD,0;
- set got_bandage,0;
- set got_novnametag,0;
- // First Class Jobs ---------------------
- set job_acolyte_q,0; set job_acolyte_q2,0;
- set job_archer_q,0;
- set job_magician_q,0;
- set job_merchant_q,0; set job_merchant_q2,0; set job_merchant_q3,0;
- set job_sword_q,0; set SWTEST, 0;
- set job_thief_q,0;
- // Super Novice
- set SUPNOV_Q,0;
- // 2-1 Jobs ------------------------------
- set ASSIN_Q,0; set ASSIN_Q2,0;
- set BSMITH_Q,0; set BSMITH_Q2,0;
- set HNTR_Q,0; set HNTR_Q2,0;
- set KNIGHT_Q,0; set KNIGHT_Q2,0;
- set PRIEST_Q,0; set PRIEST_Q2,0; set PRIEST_Q3,0;
- set WIZ_Q,0; set WIZ_Q2,0;
- // 2-2 Jobs ------------------------------
- set ROGUE_Q,0; set ROGUE_Q2,0;
- set ALCH_Q,0; set ALCH_Q2,0;
- set CRUS_Q,0;
- set MONK_Q,0; set JOB_MONK_C,0;
- set SAGE_Q,0; set SAGE_Q2,0;
- set DANC_Q,0;
- set BARD_Q,0;
- // Extended Classes
- set TAEK_Q,0; set TK_Q,0;
- set STGL_Q,0;
- set SOUL_Q,0;
- set GUNS_Q,0;
- set NINJ_Q,0;
- return;
- }
- function script F_ClearGarbage {
- // Clear outdated global VARS
- //DTS Vote System
- if($dtsglobalelig) set $dtsglobalelig,0;
- if($dts&(1<<6)) set $dts,$dts&~(1<<6);
- //Cube Room
- if(hzdun) {
- set MISC_QUEST,MISC_QUEST|512;
- set num1,0; set num2,0; set num3,0; set num4,0; set num5,0;
- set num6,0; set num7,0; set num8,0; set num9,0;
- set hzdun,0; set cubekey,0; set piciburn,0;
- }
- //Airship
- if($lengths){
- cleararray $textstringsa$[0],"",getarraysize($textstringsa$);
- cleararray $textstringsb$[0],"",getarraysize($textstringsb$);
- cleararray $textstringsc$[0],"",getarraysize($textstringsc$);
- cleararray $compstring$[0],"",getarraysize($compstring$);
- cleararray $lengths[0],0,getarraysize($lengths);
- }
- //Shinkskas Quest garbage
- if(Shinokas_Quest > 7){
- set ein_scientist,0;
- set ein_stuff,0;
- }
- return;
- }
- //////////////////////////////////////////////////////////////////////////////////
- // Used in REBIRTH scripts
- // Class = Internal Class ID
- // BaseJob = Base Job (0..23)
- // Upper : 0 - Default, 1 - Advanced, 2 - Baby
- //////////////////////////////////////////////////////////////////////////////////
- function script Job_Change {
- if (Upper<2)
- jobchange getarg(0); // Common jobchange
- else
- jobchange getarg(0) + Job_Baby; //Change Job For Baby Class
- logmes "CLASS CHANGE: " +strcharinfo(0)+ " become a "+jobname(Class);
- return;
- }
- //////////////////////////////////////////////////////////////////////////////////
- // FOT BACKWISE COMPATIBILITY: Functions used to check a players job class
- // HOW TO USE:
- // i.e. We need all holy classes but monks
- // if ( callfunc("Is_Holy_Class") && callfunc("Is_Monk")==0 ) goto L_Start;
- //////////////////////////////////////////////////////////////////////////////////
- //////////////////////////////////////////////////////////////////////////////////
- // returns 1 if the player is either Aco,Monk,Priest,Aco High,High Priest,
- // Champion, 0 otherwise
- //////////////////////////////////////////////////////////////////////////////////
- function script Is_Holy_Class {
- return ( BaseJob==Job_Acolyte || BaseJob==Job_Priest || BaseJob==Job_Monk );
- }
- //////////////////////////////////////////////////////////////////////////////////
- // returns 1 if the player is either Archer,Hunter,Bard,Dancer,Archer High,Sniper,
- // Clown,Gypsy, 0 otherwise
- //////////////////////////////////////////////////////////////////////////////////
- function script Is_Bow_Class {
- return ( BaseJob==Job_Archer || BaseJob==Job_Hunter || BaseJob==Job_Bard || BaseJob==Job_Dancer );
- }
- //////////////////////////////////////////////////////////////////////////////////
- // returns 1 if the player is either Mage,Wizard,Sage,Mage High,High Wizard,
- // Professor, 0 otherwise
- //////////////////////////////////////////////////////////////////////////////////
- function script Is_Magic_Class {
- return ( BaseJob==Job_Mage || BaseJob==Job_Wizard || BaseJob==Job_Sage );
- }
- //////////////////////////////////////////////////////////////////////////////////
- // returns 1 if the player is either Merc,Blacksmith,Alchemist,Merc High,
- // Whitesmith,Creator, 0 otherwise
- //////////////////////////////////////////////////////////////////////////////////
- function script Is_Merc_Class {
- return ( BaseJob==Job_Merchant || BaseJob==Job_Blacksmith || BaseJob==Job_Alchem );
- }
- //////////////////////////////////////////////////////////////////////////////////
- // returns 1 if the player is either Thief,Assassin,Rogue,Thief High, Assassin Cross
- // Stalker, 0 otherwise
- //////////////////////////////////////////////////////////////////////////////////
- function script Is_Thief_Class {
- return ( BaseJob==Job_Thief || BaseJob==Job_Assassin || BaseJob==Job_Rogue );
- }
- //////////////////////////////////////////////////////////////////////////////////
- // returns 1 if the player is either Swordy,Knight,Crusader,Swordy High,
- // Lord Knight,Paladin, 0 otherwise
- //////////////////////////////////////////////////////////////////////////////////
- function script Is_Sword_Class {
- return ( BaseJob==Job_Swordman || BaseJob==Job_Knight || BaseJob==Job_Knight2 || BaseJob==Job_Crusader || BaseJob==Job_Crusader2 );
- }
- //////////////////////////////////////////////////////////////////////////////////
- // returns 1 if the player is either Taekwon, Star Gladiator,Soul Linker, 0 otherwise
- // these classes can't be adopted nor reborn ()
- //////////////////////////////////////////////////////////////////////////////////
- function script Is_Taekwon_Class {
- return ( Class==Job_Taekwon || Class==Job_Star_Gladiator || Class==Job_Star_Gladiator2 || Class==Job_Soul_Linker );
- }
- //////////////////////////////////////////////////////////////////////////////////
- // Functions used to spiff up dialoges [Lupus]
- //////////////////////////////////////////////////////////////////////////////////
- //////////////////////////////////////////////////////////////////////////////////
- // *** Function "F_RandMes"
- //////////////////////////////////////////////////////////////////////////////////
- //returns random string
- // Example: check F_Bye or F_Hi functions
- // READ AND THINK: You can use it to pick a random number form list:
- // set @itemIDfromList, callfunc("F_RandMes",8,1129,1222,1163,1357,1360,1522,1811,1410);
- function script F_RandMes {
- return getarg(rand(1,getarg(0)));
- }
- //////////////////////////////////////////////////////////////////////////////////
- // *** Function "F_Sex"
- //////////////////////////////////////////////////////////////////////////////////
- //returns 1st string if female, 2nd string otherwise
- // Example: mes callfunc("F_Sex","What a beautiful lady!","What a handsom man!");
- function script F_SexMes {
- return getarg(Sex);
- }
- //////////////////////////////////////////////////////////////////////////////////
- // *** Function "F_Hi"
- //////////////////////////////////////////////////////////////////////////////////
- //returns random HELLO message
- function script F_Hi {
- return callfunc("F_RandMes",5,"Hi!","Hello!","Good day!","How are you?","Hello there.");
- }
- //////////////////////////////////////////////////////////////////////////////////
- // *** Function "F_Bye"
- //////////////////////////////////////////////////////////////////////////////////
- //returns random BYE message
- function script F_Bye {
- return callfunc("F_RandMes",6,"Bye. See you again.","Later.","Goodbye.","Good luck!","Have a nice day!","Byebye!!!");
- }
- //////////////////////////////////////////////////////////////////////////////////
- // *** Function "F_ItemName"
- //////////////////////////////////////////////////////////////////////////////////
- // Returns expanded item name string
- //Argumentss
- // 0 - Item ID
- // 1 - Element N (0=none,1=Ice,2=Earth,3=Fire,4=Wind)
- // 2 - VVS meter 0..3
- // 3 - Refine
- // Example: mes "Show me your "+callfunc("F_ItemName",1201,1,2,5)+"...";
- // is equal to: mes "Show me your ^000090 +5 VVS Fire Knife ^000000..."
- function script F_ItemName {
- set @t$,"^000090";
- if(getarg(3)) set @t$,@t$+"+"+getarg(3)+" ";
- if(getarg(2)==1) set @t$,@t$+"VS ";
- if(getarg(2)==2) set @t$,@t$+"VVS ";
- if(getarg(2)==3) set @t$,@t$+"VVVS ";
- if(getarg(2)>3) set @t$,@t$+getarg(2)+"xVS ";
- if(getarg(1)==1) set @t$,@t$+"Ice ";
- if(getarg(1)==2) set @t$,@t$+"Earth ";
- if(getarg(1)==3) set @t$,@t$+"Fire ";
- if(getarg(1)==4) set @t$,@t$+"Wind ";
- if(getarg(1)>4) set @t$,@t$+"Strange ";
- return @t$+getitemname(getarg(0))+"^000000";
- }
- //////////////////////////////////////////////////////////////////////////////////
- // *** Function "getJobName" //
- // [Usage] : callfunc("getJobName",Class); //
- //////////////////////////////////////////////////////////////////////////////////
- function script getJobName {
- return jobname(getarg(0));
- }
- //////////////////////////////////////////////////////////////////////////////////
- // *** Function "F_SaveQuestSkills": Store learnt quest skills
- //////////////////////////////////////////////////////////////////////////////////
- function script F_SaveQuestSkills {
- set ADV_QSK,0; set ADV_QSK2,0;
- //1st classes quest skills
- for(set @i, 0; @i < 14; set @i, @i + 1){
- if(getskilllv(144+@i)) set ADV_QSK,ADV_QSK|pow(2,@i);
- }
- //2nd classes quest skills
- for(set @i, 0; @i < 19; set @i, @i + 1){
- if(getskilllv(1001+@i)) set ADV_QSK2,ADV_QSK2|pow(2,@i);
- }
- return;
- }
- //////////////////////////////////////////////////////////////////////////////////
- // *** Function "F_Load1Skills": Restore learnt 1st class quest skills
- //////////////////////////////////////////////////////////////////////////////////
- function script F_Load1Skills {
- //1st classes quest skills
- for(set @i, 0; @i < 14; set @i, @i + 1){
- if(ADV_QSK|pow(2,@i) == ADV_QSK) skill 144+@i,1,0;
- }
- set ADV_QSK,0; //Clear var
- return;
- }
- //////////////////////////////////////////////////////////////////////////////////
- // *** Function "F_Load2Skills": Restore learnt 2nd class quest skills
- //////////////////////////////////////////////////////////////////////////////////
- function script F_Load2Skills {
- //2nd classes quest skills
- for(set @i, 0; @i < 19; set @i, @i + 1){
- if(ADV_QSK2|pow(2,@i) == ADV_QSK2) skill 1001+@i,1,0;
- }
- set ADV_QSK2,0; //Clear var
- return;
- }
|