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. //= 2.08
  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 //= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus]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 [Lupus]
  33. //- 2.08 Added NINJ_Q variable clear [Lupus]
  34. //============================================================
  35. //////////////////////////////////////////////////////////////////////////////////
  36. // Function that clears job quest variables
  37. //////////////////////////////////////////////////////////////////////////////////
  38. function script F_ClearJobVar {
  39. // Misc ---------------------------------
  40. set JBLVL,0;
  41. set FIRSTAID,0;
  42. set PLAYDEAD,0;
  43. set got_bandage,0;
  44. set got_novnametag,0;
  45. // First Class Jobs ---------------------
  46. set job_acolyte_q,0; set job_acolyte_q2,0;
  47. set job_archer_q,0;
  48. set job_magician_q,0;
  49. set job_merchant_q,0; set job_merchant_q2,0; set job_merchant_q3,0;
  50. set job_sword_q,0; set SWTEST, 0;
  51. set job_thief_q,0;
  52. // Super Novice
  53. set SUPNOV_Q,0;
  54. // 2-1 Jobs ------------------------------
  55. set ASSIN_Q,0; set ASSIN_Q2,0;
  56. set BSMITH_Q,0; set BSMITH_Q2,0;
  57. set HNTR_Q,0; set HNTR_Q2,0;
  58. set KNIGHT_Q,0; set KNIGHT_Q2,0;
  59. set PRIEST_Q,0; set PRIEST_Q2,0; set PRIEST_Q3,0;
  60. set WIZ_Q,0; set WIZ_Q2,0;
  61. // 2-2 Jobs ------------------------------
  62. set ROGUE_Q,0; set ROGUE_Q2,0;
  63. set ALCH_Q,0; set ALCH_Q2,0;
  64. set CRUS_Q,0;
  65. set MONK_Q,0; set JOB_MONK_C,0;
  66. set SAGE_Q,0; set SAGE_Q2,0;
  67. set DANC_Q,0;
  68. set BARD_Q,0;
  69. // Extended Classes
  70. set TAEK_Q,0; set TK_Q,0;
  71. set STGL_Q,0;
  72. set SOUL_Q,0;
  73. set GUNS_Q,0;
  74. set NINJ_Q,0;
  75. return;
  76. }
  77. function script F_ClearGarbage {
  78. // Clear outdated global VARS
  79. //DTS Vote System
  80. if($dtsglobalelig) set $dtsglobalelig,0;
  81. if($dts&(1<<6)) set $dts,$dts&~(1<<6);
  82. //Cube Room
  83. if(hzdun) {
  84. set MISC_QUEST,MISC_QUEST|512;
  85. set num1,0; set num2,0; set num3,0; set num4,0; set num5,0;
  86. set num6,0; set num7,0; set num8,0; set num9,0;
  87. set hzdun,0; set cubekey,0; set piciburn,0;
  88. }
  89. //Airship
  90. if($lengths){
  91. cleararray $textstringsa$[0],"",getarraysize($textstringsa$);
  92. cleararray $textstringsb$[0],"",getarraysize($textstringsb$);
  93. cleararray $textstringsc$[0],"",getarraysize($textstringsc$);
  94. cleararray $compstring$[0],"",getarraysize($compstring$);
  95. cleararray $lengths[0],0,getarraysize($lengths);
  96. }
  97. return;
  98. }
  99. //////////////////////////////////////////////////////////////////////////////////
  100. // Used in REBIRTH scripts
  101. // Class = Internal Class ID
  102. // BaseJob = Base Job (0..23)
  103. // Upper : 0 - Default, 1 - Advanced, 2 - Baby
  104. //////////////////////////////////////////////////////////////////////////////////
  105. function script Job_Change {
  106. if (Upper<2)
  107. jobchange getarg(0); // Common jobchange
  108. else
  109. jobchange getarg(0) + Job_Baby; //Change Job For Baby Class
  110. return;
  111. }
  112. //////////////////////////////////////////////////////////////////////////////////
  113. // FOT BACKWISE COMPATIBILITY: Functions used to check a players job class
  114. // HOW TO USE:
  115. // i.e. We need all holy classes but monks
  116. // if ( callfunc("Is_Holy_Class") && callfunc("Is_Monk")==0 ) goto L_Start;
  117. //////////////////////////////////////////////////////////////////////////////////
  118. //////////////////////////////////////////////////////////////////////////////////
  119. // returns 1 if the player is either Aco,Monk,Priest,Aco High,High Priest,
  120. // Champion, 0 otherwise
  121. //////////////////////////////////////////////////////////////////////////////////
  122. function script Is_Holy_Class {
  123. return ( BaseJob==Job_Acolyte || BaseJob==Job_Priest || BaseJob==Job_Monk );
  124. }
  125. //////////////////////////////////////////////////////////////////////////////////
  126. // returns 1 if the player is either Archer,Hunter,Bard,Dancer,Archer High,Sniper,
  127. // Clown,Gypsy, 0 otherwise
  128. //////////////////////////////////////////////////////////////////////////////////
  129. function script Is_Bow_Class {
  130. return ( BaseJob==Job_Archer || BaseJob==Job_Hunter || BaseJob==Job_Bard || BaseJob==Job_Dancer );
  131. }
  132. //////////////////////////////////////////////////////////////////////////////////
  133. // returns 1 if the player is either Mage,Wizard,Sage,Mage High,High Wizard,
  134. // Professor, 0 otherwise
  135. //////////////////////////////////////////////////////////////////////////////////
  136. function script Is_Magic_Class {
  137. return ( BaseJob==Job_Mage || BaseJob==Job_Wizard || BaseJob==Job_Sage );
  138. }
  139. //////////////////////////////////////////////////////////////////////////////////
  140. // returns 1 if the player is either Merc,Blacksmith,Alchemist,Merc High,
  141. // Whitesmith,Creator, 0 otherwise
  142. //////////////////////////////////////////////////////////////////////////////////
  143. function script Is_Merc_Class {
  144. return ( BaseJob==Job_Merchant || BaseJob==Job_Blacksmith || BaseJob==Job_Alchem );
  145. }
  146. //////////////////////////////////////////////////////////////////////////////////
  147. // returns 1 if the player is either Thief,Assassin,Rogue,Thief High, Assassin Cross
  148. // Stalker, 0 otherwise
  149. //////////////////////////////////////////////////////////////////////////////////
  150. function script Is_Thief_Class {
  151. return ( BaseJob==Job_Thief || BaseJob==Job_Assassin || BaseJob==Job_Rogue );
  152. }
  153. //////////////////////////////////////////////////////////////////////////////////
  154. // returns 1 if the player is either Swordy,Knight,Crusader,Swordy High,
  155. // Lord Knight,Paladin, 0 otherwise
  156. //////////////////////////////////////////////////////////////////////////////////
  157. function script Is_Sword_Class {
  158. return ( BaseJob==Job_Swordman || BaseJob==Job_Knight || BaseJob==Job_Knight2 || BaseJob==Job_Crusader || BaseJob==Job_Crusader2 );
  159. }
  160. //////////////////////////////////////////////////////////////////////////////////
  161. // returns 1 if the player is either Taekwon, Star Gladiator,Soul Linker, 0 otherwise
  162. // these classes can't be adopted nor reborn ()
  163. //////////////////////////////////////////////////////////////////////////////////
  164. function script Is_Taekwon_Class {
  165. return ( Class==Job_Taekwon || Class==Job_Star_Gladiator || Class==Job_Star_Gladiator2 || Class==Job_Soul_Linker );
  166. }
  167. //////////////////////////////////////////////////////////////////////////////////
  168. // Functions used to spiff up dialoges [Lupus]
  169. //////////////////////////////////////////////////////////////////////////////////
  170. //////////////////////////////////////////////////////////////////////////////////
  171. // *** Function "F_RandMes"
  172. //////////////////////////////////////////////////////////////////////////////////
  173. //returns random string
  174. // Example: check F_Bye or F_Hi functions
  175. // READ AND THINK: You can use it to pick a random number form list:
  176. // set @itemIDfromList, callfunc("F_RandMes",8,1129,1222,1163,1357,1360,1522,1811,1410);
  177. function script F_RandMes {
  178. return getarg(rand(1,getarg(0)));
  179. }
  180. //////////////////////////////////////////////////////////////////////////////////
  181. // *** Function "F_Sex"
  182. //////////////////////////////////////////////////////////////////////////////////
  183. //returns 1st string if female, 2nd string otherwise
  184. // Example: mes callfunc("F_Sex","What a beautiful lady!","What a handsom man!");
  185. function script F_SexMes {
  186. return getarg(Sex);
  187. }
  188. //////////////////////////////////////////////////////////////////////////////////
  189. // *** Function "F_Hi"
  190. //////////////////////////////////////////////////////////////////////////////////
  191. //returns random HELLO message
  192. function script F_Hi {
  193. return callfunc("F_RandMes",5,"Hi!","Hello!","Good day!","How are you?","Hello there.");
  194. }
  195. //////////////////////////////////////////////////////////////////////////////////
  196. // *** Function "F_Bye"
  197. //////////////////////////////////////////////////////////////////////////////////
  198. //returns random BYE message
  199. function script F_Bye {
  200. return callfunc("F_RandMes",6,"Bye. See you again.","Later.","Goodbye.","Good luck!","Have a nice day!","Byebye!!!");
  201. }
  202. //////////////////////////////////////////////////////////////////////////////////
  203. // *** Function "F_ItemName"
  204. //////////////////////////////////////////////////////////////////////////////////
  205. // Returns expanded item name string
  206. //Argumentss
  207. // 0 - Item ID
  208. // 1 - Element N (0=none,1=Ice,2=Earth,3=Fire,4=Wind)
  209. // 2 - VVS meter 0..3
  210. // 3 - Refine
  211. // Example: mes "Show me your "+callfunc("F_ItemName",1201,1,2,5)+"...";
  212. // is equal to: mes "Show me your ^000090 +5 VVS Fire Knife ^000000..."
  213. function script F_ItemName {
  214. set @t$,"^000090";
  215. if(getarg(3)) set @t$,@t$+"+"+getarg(3)+" ";
  216. if(getarg(2)==1) set @t$,@t$+"VS ";
  217. if(getarg(2)==2) set @t$,@t$+"VVS ";
  218. if(getarg(2)==3) set @t$,@t$+"VVVS ";
  219. if(getarg(2)>3) set @t$,@t$+getarg(2)+"xVS ";
  220. if(getarg(1)==1) set @t$,@t$+"Ice ";
  221. if(getarg(1)==2) set @t$,@t$+"Earth ";
  222. if(getarg(1)==3) set @t$,@t$+"Fire ";
  223. if(getarg(1)==4) set @t$,@t$+"Wind ";
  224. if(getarg(1)>4) set @t$,@t$+"Strange ";
  225. return @t$+getitemname(getarg(0))+"^000000";
  226. }
  227. //////////////////////////////////////////////////////////////////////////////////
  228. // *** Function "getJobName" //
  229. // [Usage] : callfunc("getJobName",Class); //
  230. //////////////////////////////////////////////////////////////////////////////////
  231. function script getJobName {
  232. switch(getarg(0)){
  233. case Job_Novice:
  234. return "Novice";
  235. case Job_Swordman:
  236. return "Swordman";
  237. case Job_Mage:
  238. return "Magician";
  239. case Job_Archer:
  240. return "Archer";
  241. case Job_Acolyte:
  242. return "Acolyte";
  243. case Job_Merchant:
  244. return "Merchant";
  245. case Job_Thief:
  246. return "Thief";
  247. case Job_Knight:
  248. case Job_Knight2:
  249. return "Knight";
  250. case Job_Priest:
  251. return "Priest";
  252. case Job_Wizard:
  253. return "Wizard";
  254. case Job_Blacksmith:
  255. return "Blacksmith";
  256. case Job_Hunter:
  257. return "Hunter";
  258. case Job_Assassin:
  259. return "Assassin";
  260. case Job_Crusader:
  261. case Job_Crusader2:
  262. return "Crusader";
  263. case Job_Monk:
  264. return "Monk";
  265. case Job_Sage:
  266. return "Sage";
  267. case Job_Rogue:
  268. return "Rogue";
  269. case Job_Alchem:
  270. return "Alchemist";
  271. case Job_Bard:
  272. return "Bard";
  273. case Job_Dancer:
  274. return "Dancer";
  275. case Job_SuperNovice:
  276. return "Super Novice";
  277. case Job_Gunslinger:
  278. return "Gunsligner";
  279. case Job_Ninja:
  280. return "Ninja";
  281. case Job_Xmas:
  282. return "Xmas";
  283. case Job_Novice_High:
  284. return "Novice High";
  285. case Job_Swordman_High:
  286. return "Swordman High";
  287. case Job_Mage_High:
  288. return "Magician High";
  289. case Job_Archer_High:
  290. return "Archer High";
  291. case Job_Acolyte_High:
  292. return "Acolyte High";
  293. case Job_Merchant_High:
  294. return "Merchant High";
  295. case Job_Thief_High:
  296. return "Thief High";
  297. case Job_Lord_Knight:
  298. case Job_Lord_Knight2:
  299. return "Lord Knight";
  300. case Job_High_Priest:
  301. return "High Priest";
  302. case Job_High_Wizard:
  303. return "High Wizard";
  304. case Job_Whitesmith:
  305. return "Whitesmith";
  306. case Job_Sniper:
  307. return "Sniper";
  308. case Job_Assassin_Cross:
  309. return "Assassin Cross";
  310. case Job_Paladin:
  311. case Job_Paladin2:
  312. return "Paladin";
  313. case Job_Champion:
  314. return "Champion";
  315. case Job_Professor:
  316. return "Professor";
  317. case Job_Stalker:
  318. return "Stalker";
  319. case Job_Creator:
  320. return "Creator";
  321. case Job_Clown:
  322. return "Clown";
  323. case Job_Gypsy:
  324. return "Gypsy";
  325. case Job_Baby:
  326. return "Baby";
  327. case Job_Baby_Swordman:
  328. return "Baby Swordman";
  329. case Job_Baby_Mage:
  330. return "Baby Magician";
  331. case Job_Baby_Archer:
  332. return "Baby Archer";
  333. case Job_Baby_Acolyte:
  334. return "Baby Acolyte";
  335. case Job_Baby_Merchant:
  336. return "Baby Merchant";
  337. case Job_Baby_Thief:
  338. return "Baby Thief";
  339. case Job_Baby_Knight:
  340. case Job_Baby_Knight2:
  341. return "Baby Knight";
  342. case Job_Baby_Priest:
  343. return "Baby Priest";
  344. case Job_Baby_Wizard:
  345. return "Baby Wizard";
  346. case Job_Baby_Blacksmith:
  347. return "Baby Blacksmith";
  348. case Job_Baby_Hunter:
  349. return "Baby Hunter";
  350. case Job_Baby_Assassin:
  351. return "Baby Assassin";
  352. case Job_Baby_Crusader:
  353. case Job_Baby_Crusader2:
  354. return "Baby Crusader";
  355. case Job_Baby_Monk:
  356. return "Baby Monk";
  357. case Job_Baby_Sage:
  358. return "Baby Sage";
  359. case Job_Baby_Rogue:
  360. return "Baby Rogue";
  361. case Job_Baby_Alchem:
  362. return "Baby Alchemist";
  363. case Job_Baby_Bard:
  364. return "Baby Bard";
  365. case Job_Baby_Dancer:
  366. return "Baby Dancer";
  367. case Job_Super_Baby:
  368. return "Super Baby";
  369. case Job_Taekwon:
  370. if(Sex == 0)
  371. return "Taekwon Girl";
  372. else
  373. return "Taekwon Boy";
  374. case Job_Star_Gladiator:
  375. case Job_Star_Gladiator2:
  376. return "Star Gladiator";
  377. case Job_Soul_Linker:
  378. return "Soul Linker";
  379. case Job_Ninja:
  380. return "Ninja";
  381. case Job_Gunslinger:
  382. return "Gunslinger";
  383. case Job_Xmas:
  384. return "Christmas";
  385. case Option_Wedding:
  386. if(Sex == 0)
  387. return "Bride";
  388. else
  389. return "Bridegroom";
  390. default:
  391. return "omghaxor";
  392. }
  393. }
  394. //////////////////////////////////////////////////////////////////////////////////
  395. // *** Function "F_SaveQuestSkills": Store learnt quest skills
  396. //////////////////////////////////////////////////////////////////////////////////
  397. function script F_SaveQuestSkills {
  398. set ADV_QSK,0; set ADV_QSK2,0;
  399. //1st classes quest skills
  400. for(set @i, 0; @i < 14; set @i, @i + 1){
  401. if(getskilllv(144+@i)) set ADV_QSK,ADV_QSK|pow(2,@i);
  402. }
  403. //2nd classes quest skills
  404. for(set @i, 0; @i < 19; set @i, @i + 1){
  405. if(getskilllv(1001+@i)) set ADV_QSK2,ADV_QSK2|pow(2,@i);
  406. }
  407. return;
  408. }
  409. //////////////////////////////////////////////////////////////////////////////////
  410. // *** Function "F_Load1Skills": Restore learnt 1st class quest skills
  411. //////////////////////////////////////////////////////////////////////////////////
  412. function script F_Load1Skills {
  413. //1st classes quest skills
  414. for(set @i, 0; @i < 14; set @i, @i + 1){
  415. if(ADV_QSK|pow(2,@i) == ADV_QSK) skill 144+@i,1,0;
  416. }
  417. set ADV_QSK,0; //Clear var
  418. return;
  419. }
  420. //////////////////////////////////////////////////////////////////////////////////
  421. // *** Function "F_Load2Skills": Restore learnt 2nd class quest skills
  422. //////////////////////////////////////////////////////////////////////////////////
  423. function script F_Load2Skills {
  424. //2nd classes quest skills
  425. for(set @i, 0; @i < 19; set @i, @i + 1){
  426. if(ADV_QSK2|pow(2,@i) == ADV_QSK2) skill 1001+@i,1,0;
  427. }
  428. set ADV_QSK2,0; //Clear var
  429. return;
  430. }