Global_Functions.txt 12 KB

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  1. //===== eAthena Script =======================================
  2. //= Global Functions
  3. //===== By: ==================================================
  4. //= Lupus, kobra_k88
  5. //===== Current Version: =====================================
  6. //= 2.16
  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 //= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus]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. //= 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. //============================================================
  43. //////////////////////////////////////////////////////////////////////////////////
  44. // Function that clears job quest variables
  45. //////////////////////////////////////////////////////////////////////////////////
  46. function script F_ClearJobVar {
  47. // Misc ---------------------------------
  48. set JBLVL,0;
  49. set FIRSTAID,0;
  50. set PLAYDEAD,0;
  51. set got_bandage,0;
  52. set got_novnametag,0;
  53. // First Class Jobs ---------------------
  54. set job_acolyte_q,0; set job_acolyte_q2,0;
  55. set job_archer_q,0;
  56. set job_magician_q,0;
  57. set job_merchant_q,0; set job_merchant_q2,0; set job_merchant_q3,0;
  58. set job_sword_q,0; set SWTEST, 0;
  59. set job_thief_q,0;
  60. // Super Novice
  61. set SUPNOV_Q,0;
  62. // 2-1 Jobs ------------------------------
  63. set ASSIN_Q,0; set ASSIN_Q2,0; set ASSIN_Q3,0;
  64. set BSMITH_Q,0; set BSMITH_Q2,0;
  65. set HNTR_Q,0; set HNTR_Q2,0;
  66. set KNIGHT_Q,0; set KNIGHT_Q2,0;
  67. set PRIEST_Q,0; set PRIEST_Q2,0; set PRIEST_Q3,0;
  68. set WIZ_Q,0; set WIZ_Q2,0;
  69. // 2-2 Jobs ------------------------------
  70. set ROGUE_Q,0; set ROGUE_Q2,0;
  71. set ALCH_Q,0; set ALCH_Q2,0;
  72. set CRUS_Q,0;
  73. set MONK_Q,0; set JOB_MONK_C,0;
  74. set SAGE_Q,0; set SAGE_Q2,0;
  75. set DANC_Q,0;
  76. set BARD_Q,0;
  77. // Extended Classes
  78. set TAEK_Q,0; set TK_Q,0;
  79. set STGL_Q,0;
  80. set SOUL_Q,0;
  81. set GUNS_Q,0;
  82. set NINJ_Q,0;
  83. return;
  84. }
  85. function script F_ClearGarbage {
  86. // Clear outdated global VARS
  87. //Clear TURTLE var if the Turtle Islans Quest is already done
  88. if(TURTLE==20) set MISC_QUEST,MISC_QUEST | 65536;
  89. if(MISC_QUEST & 65536) set TURTLE,0; //now clear the var if the quest is over
  90. //Clear previously saved Quest Skills (now it isn't used)
  91. set ADV_QSK,0;
  92. set ADV_QSK2,0;
  93. //Old Seset Skill Event used to use RES_SKILL var
  94. set RES_SKILL,0;
  95. //Here you put outdated variables from your outdated EVENTS
  96. //e.g. Is XMAS done? Add the EVENT var clearing code here.
  97. //due to bugs in BS quest:
  98. set wizard_m2,0;
  99. // Old Novice Ground Variables.
  100. set NEW_MES_FLAG0,0;
  101. set NEW_MES_FLAG1,0;
  102. set NEW_MES_FLAG2,0;
  103. set NEW_MES_FLAG3,0;
  104. set NEW_MES_FLAG4,0;
  105. set NEW_MES_FLAG5,0;
  106. set NEW_LVUP0,0;
  107. set NEW_LVUP1,0;
  108. set NEW_JOBLVUP,0;
  109. // Old DTS variables that are no longer used.
  110. set dtseligible,0;
  111. set MISC_QUEST,MISC_QUEST & ~128;
  112. return;
  113. }
  114. //////////////////////////////////////////////////////////////////////////////////
  115. // Used in REBIRTH scripts
  116. // Class = Internal Class ID
  117. // BaseJob = Base Job (0..23)
  118. // Upper : 0 - Default, 1 - Advanced, 2 - Baby
  119. //////////////////////////////////////////////////////////////////////////////////
  120. function script Job_Change {
  121. jobchange getarg(0),Upper; //Jobchange based on Upper
  122. logmes "CLASS CHANGE: " +strcharinfo(0)+ " become a "+jobname(Class);
  123. return;
  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 handsome 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. return jobname(getarg(0));
  191. }
  192. //////////////////////////////////////////////////////////////////////////////////
  193. // *** Function "F_SaveQuestSkills": Store learnt quest skills
  194. //////////////////////////////////////////////////////////////////////////////////
  195. function script F_SaveQuestSkills {
  196. set ADV_QSK,0; set ADV_QSK2,0;
  197. //1st classes quest skills
  198. for(set @i, 0; @i < 14; set @i, @i + 1){
  199. if(getskilllv(144+@i)) set ADV_QSK,ADV_QSK|pow(2,@i);
  200. }
  201. //2nd classes quest skills
  202. for(set @i, 0; @i < 19; set @i, @i + 1){
  203. if(getskilllv(1001+@i)) set ADV_QSK2,ADV_QSK2|pow(2,@i);
  204. }
  205. return;
  206. }
  207. //////////////////////////////////////////////////////////////////////////////////
  208. // *** Function "F_Load1Skills": Restore learnt 1st class quest skills
  209. //////////////////////////////////////////////////////////////////////////////////
  210. function script F_Load1Skills {
  211. //1st classes quest skills
  212. for(set @i, 0; @i < 14; set @i, @i + 1){
  213. if(ADV_QSK|pow(2,@i) == ADV_QSK) skill 144+@i,1,0;
  214. }
  215. set ADV_QSK,0; //Clear var
  216. return;
  217. }
  218. //////////////////////////////////////////////////////////////////////////////////
  219. // *** Function "F_Load2Skills": Restore learnt 2nd class quest skills
  220. //////////////////////////////////////////////////////////////////////////////////
  221. function script F_Load2Skills {
  222. //2nd classes quest skills
  223. for(set @i, 0; @i < 19; set @i, @i + 1){
  224. if(ADV_QSK2|pow(2,@i) == ADV_QSK2) skill 1001+@i,1,0;
  225. }
  226. set ADV_QSK2,0; //Clear var
  227. return;
  228. }
  229. //////////////////////////////////////////////////////////////////////////////////
  230. // *** Function "F_GetWeaponType": Determine weapon type by view
  231. //////////////////////////////////////////////////////////////////////////////////
  232. function script F_GetWeaponType {
  233. switch(getiteminfo(getarg(0),11)) {
  234. case 1: return "Dagger"; break;
  235. case 2: return "One-handed Sword"; break;
  236. case 3: return "Two-handed Sword"; break;
  237. case 4: return "One-handed Spear"; break;
  238. case 5: return "Two-handed Spear"; break;
  239. case 6: return "One-handed Axe"; break;
  240. case 7: return "Two-handed Axe"; break;
  241. case 8: return "Mace"; break;
  242. //case 9: return "Unused"; break;
  243. case 10: return "Staff"; break;
  244. case 11: return "Bow"; break;
  245. case 12: return "Knuckle"; break;
  246. case 13: return "Instrument"; break;
  247. case 14: return "Whip"; break;
  248. case 15: return "Book"; break;
  249. case 16: return "Katar"; break;
  250. case 17: return "Revolver"; break;
  251. case 18: return "Rifle"; break;
  252. case 19: return "Gatling gun"; break;
  253. case 20: return "Shotgun"; break;
  254. case 21: return "Grenade Launcher"; break;
  255. case 22: return "Shuriken"; break;
  256. default: return "Unable to Determine Equip Type"; break;
  257. }
  258. end;
  259. }
  260. //////////////////////////////////////////////////////////////////////////////////
  261. // *** Function "F_GetArmorType": Determine equipment type by equip location
  262. //////////////////////////////////////////////////////////////////////////////////
  263. function script F_GetArmorType {
  264. switch(getiteminfo(getarg(0),5)) {
  265. case 001: return "Lower Headgear"; break;
  266. case 2: return "Weapon"; break;
  267. case 4: return "Garment"; break;
  268. case 8: return "Accessory"; break;
  269. case 16: return "Armor"; break;
  270. case 32: return "Shield"; break;
  271. case 64: return "Shoes"; break;
  272. case 128: return "Accessory"; break;
  273. case 256: return "Upper Headgear"; break;
  274. case 512: return "Middle Headgear"; break;
  275. default: return "Unable to Determine Equip Location"; break;
  276. }
  277. end;
  278. }
  279. // Time calculation Function
  280. // *********************************************************************
  281. function script Time2Str {
  282. set .@Time_Left, getarg(0) - gettimetick(2);
  283. set .@Days, .@Time_Left / 86400;
  284. set .@Time_Left, .@Time_Left - (.@Days * 86400);
  285. set .@Hours, .@Time_Left / 3600;
  286. set .@Time_Left, .@Time_Left - (.@Hours * 3600);
  287. set .@Minutes, .@Time_Left / 60;
  288. set .@Time_Left, .@Time_Left - (.@Minutes * 60);
  289. set .@Time$, "";
  290. if( .@Days > 1 )
  291. set .@Time$, .@Time$ + .@Days + " days, ";
  292. else if( .@Days > 0 )
  293. set .@Time$, .@Time$ + .@Days + " day, ";
  294. if( .@Hours > 1 )
  295. set .@Time$, .@Time$ + .@Hours + " hours, ";
  296. else if( .@Hours > 0 )
  297. set .@Time$, .@Time$ + .@Hours + " hour, ";
  298. if( .@Minutes > 1 )
  299. set .@Time$, .@Time$ + .@Minutes + " minutes, ";
  300. else if( .@Minutes > 0 )
  301. set .@Time$, .@Time$ + .@Minutes + " minute, ";
  302. if( .@Time_Left > 1 || .@Time_Left == 0 )
  303. set .@Time$, .@Time$ + .@Time_Left + " seconds.";
  304. else if( .@Time_Left == 1 )
  305. set .@Time$, .@Time$ + .@Time_Left + " second.";
  306. return .@Time$;
  307. }