Global_Functions.txt 15 KB

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  1. //===== eAthena Script =======================================
  2. //= Global Functions
  3. //===== By: ==================================================
  4. //= Lupus, kobra_k88
  5. //===== Current Version: =====================================
  6. //= 2.03
  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 //= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus]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 $dts|(1<<6) to F_ClearGarbage [Evera]
  27. //= 2.03 Added Gunslinger vars to F_ClearJobVar [Lupus]
  28. //============================================================
  29. //////////////////////////////////////////////////////////////////////////////////
  30. // Function that clears job quest variables
  31. //////////////////////////////////////////////////////////////////////////////////
  32. function script F_ClearJobVar {
  33. // Misc ---------------------------------
  34. set JBLVL,0;
  35. // First Class Jobs ---------------------
  36. set job_acolyte_q,0; set job_acolyte_q2,0;
  37. set job_archer_q,0;
  38. set job_magician_q,0;
  39. set job_merchant_q,0; set job_merchant_q2,0; set job_merchant_q3,0;
  40. set job_sword_q,0; set SWTEST, 0;
  41. set job_thief_q,0;
  42. // Super Novice
  43. set SUPNOV_Q,0;
  44. // 2-1 Jobs ------------------------------
  45. set ASSIN_Q,0; set ASSIN_Q2,0;
  46. set BSMITH_Q,0; set BSMITH_Q2,0;
  47. set HNTR_Q,0; set HNTR_Q2,0;
  48. set KNIGHT_Q,0; set KNIGHT_Q2,0;
  49. set PRIEST_Q,0; set PRIEST_Q2,0; set PRIEST_Q3,0;
  50. set WIZ_Q,0; set WIZ_Q2,0;
  51. // 2-2 Jobs ------------------------------
  52. set ROGUE_Q,0; set ROGUE_Q2,0;
  53. set ALCH_Q,0; set ALCH_Q2,0;
  54. set CRUS_Q,0;
  55. set MONK_Q,0; set JOB_MONK_C,0;
  56. set SAGE_Q,0; set SAGE_Q2,0;
  57. set DANC_Q,0;
  58. set BARD_Q,0;
  59. // Extended Classes
  60. set TAEK_Q,0;
  61. set STGL_Q,0;
  62. set SOUL_Q,0;
  63. set GUNS_Q,0;
  64. return;
  65. }
  66. function script F_ClearGarbage {
  67. // Clear outdated global VARS
  68. if($talk) set $talk,0;
  69. if($dtsglobalelig) set $dtsglobalelig,0;
  70. if($dts&(1<<6)) set $dts,$dts&~(1<<6);
  71. if(MARIANNE) {set MISC_QUEST,MISC_QUEST | 1; set MARIANNE,0;}
  72. set MEAT,0; set MORRISON,0;
  73. set BUNYBND,0; set TEMPESTRA,0;
  74. set sewer_prt,0; set iz_move_alberta,0;
  75. if(nif_q_done) {set nif_q_done,0; set MISC_QUEST,MISC_QUEST | 64;}
  76. if(MORGEN >= 2) {set MISC_QUEST,MISC_QUEST | 4; set MORGEN,0;}
  77. set nif_t,0;
  78. set QSK1,0; set QSK2,0; set QSK3,0; set QSK4,0;
  79. return;
  80. }
  81. //////////////////////////////////////////////////////////////////////////////////
  82. // Used in REBIRTH scripts
  83. // Class = Internal Class ID
  84. // BaseJob = Base Job (0..23)
  85. // Upper : 0 - Default, 1 - Advanced, 2 - Baby
  86. //////////////////////////////////////////////////////////////////////////////////
  87. function script Job_Change {
  88. if (Upper<2)
  89. jobchange getarg(0); // Common jobchange
  90. else
  91. jobchange getarg(0) + Job_Baby; //Change Job For Baby Class
  92. return;
  93. }
  94. //////////////////////////////////////////////////////////////////////////////////
  95. // FOT BACKWISE COMPATIBILITY: Functions used to check a players job class
  96. // HOW TO USE:
  97. // i.e. We need all holy classes but monks
  98. // if ( callfunc("Is_Holy_Class") && callfunc("Is_Monk")==0 ) goto L_Start;
  99. //////////////////////////////////////////////////////////////////////////////////
  100. //////////////////////////////////////////////////////////////////////////////////
  101. // returns 1 if the player is either Aco,Monk,Priest,Aco High,High Priest,
  102. // Champion, 0 otherwise
  103. //////////////////////////////////////////////////////////////////////////////////
  104. function script Is_Holy_Class {
  105. return ( BaseJob==Job_Acolyte || BaseJob==Job_Priest || BaseJob==Job_Monk );
  106. }
  107. //////////////////////////////////////////////////////////////////////////////////
  108. // returns 1 if the player is either Archer,Hunter,Bard,Dancer,Archer High,Sniper,
  109. // Clown,Gypsy, 0 otherwise
  110. //////////////////////////////////////////////////////////////////////////////////
  111. function script Is_Bow_Class {
  112. return ( BaseJob==Job_Archer || BaseJob==Job_Hunter || BaseJob==Job_Bard || BaseJob==Job_Dancer );
  113. }
  114. //////////////////////////////////////////////////////////////////////////////////
  115. // returns 1 if the player is either Mage,Wizard,Sage,Mage High,High Wizard,
  116. // Professor, 0 otherwise
  117. //////////////////////////////////////////////////////////////////////////////////
  118. function script Is_Magic_Class {
  119. return ( BaseJob==Job_Mage || BaseJob==Job_Wizard || BaseJob==Job_Sage );
  120. }
  121. //////////////////////////////////////////////////////////////////////////////////
  122. // returns 1 if the player is either Merc,Blacksmith,Alchemist,Merc High,
  123. // Whitesmith,Creator, 0 otherwise
  124. //////////////////////////////////////////////////////////////////////////////////
  125. function script Is_Merc_Class {
  126. return ( BaseJob==Job_Merchant || BaseJob==Job_Blacksmith || BaseJob==Job_Alchem );
  127. }
  128. //////////////////////////////////////////////////////////////////////////////////
  129. // returns 1 if the player is either Thief,Assassin,Rogue,Thief High, Assassin Cross
  130. // Stalker, 0 otherwise
  131. //////////////////////////////////////////////////////////////////////////////////
  132. function script Is_Thief_Class {
  133. return ( BaseJob==Job_Thief || BaseJob==Job_Assassin || BaseJob==Job_Rogue );
  134. }
  135. //////////////////////////////////////////////////////////////////////////////////
  136. // returns 1 if the player is either Swordy,Knight,Crusader,Swordy High,
  137. // Lord Knight,Paladin, 0 otherwise
  138. //////////////////////////////////////////////////////////////////////////////////
  139. function script Is_Sword_Class {
  140. return ( BaseJob==Job_Swordman || BaseJob==Job_Knight || BaseJob==Job_Knight2 || BaseJob==Job_Crusader || BaseJob==Job_Crusader2 );
  141. }
  142. //////////////////////////////////////////////////////////////////////////////////
  143. // returns 1 if the player is either Taekwon, Star Gladiator,Soul Linker, 0 otherwise
  144. // these classes can't be adopted nor reborn ()
  145. //////////////////////////////////////////////////////////////////////////////////
  146. function script Is_Taekwon_Class {
  147. return ( Class==Job_Taekwon || Class==Job_Star_Gladiator || Class==Job_Star_Gladiator2 || Class==Job_Soul_Linker );
  148. }
  149. //////////////////////////////////////////////////////////////////////////////////
  150. // Functions used to spiff up dialoges [Lupus]
  151. //////////////////////////////////////////////////////////////////////////////////
  152. //////////////////////////////////////////////////////////////////////////////////
  153. // *** Function "F_RandMes"
  154. //////////////////////////////////////////////////////////////////////////////////
  155. //returns random string
  156. // Example: check F_Bye or F_Hi functions
  157. // READ AND THINK: You can use it to pick a random number form list:
  158. // set @itemIDfromList, callfunc("F_RandMes",8,1129,1222,1163,1357,1360,1522,1811,1410);
  159. function script F_RandMes {
  160. return getarg(rand(1,getarg(0)));
  161. }
  162. //////////////////////////////////////////////////////////////////////////////////
  163. // *** Function "F_Sex"
  164. //////////////////////////////////////////////////////////////////////////////////
  165. //returns 1st string if female, 2nd string otherwise
  166. // Example: mes callfunc("F_Sex","What a beautiful lady!","What a handsom man!");
  167. function script F_SexMes {
  168. return getarg(Sex);
  169. }
  170. //////////////////////////////////////////////////////////////////////////////////
  171. // *** Function "F_Hi"
  172. //////////////////////////////////////////////////////////////////////////////////
  173. //returns random HELLO message
  174. function script F_Hi {
  175. return callfunc("F_RandMes",5,"Hi!","Hello!","Good day!","How are you?","Hello there.");
  176. }
  177. //////////////////////////////////////////////////////////////////////////////////
  178. // *** Function "F_Bye"
  179. //////////////////////////////////////////////////////////////////////////////////
  180. //returns random BYE message
  181. function script F_Bye {
  182. return callfunc("F_RandMes",6,"Bye. See you again.","Later.","Goodbye.","Good luck!","Have a nice day!","Byebye!!!");
  183. }
  184. //////////////////////////////////////////////////////////////////////////////////
  185. // *** Function "F_ItemName"
  186. //////////////////////////////////////////////////////////////////////////////////
  187. // Returns expanded item name string
  188. //Argumentss
  189. // 0 - Item ID
  190. // 1 - Element N (0=none,1=Ice,2=Earth,3=Fire,4=Wind)
  191. // 2 - VVS meter 0..3
  192. // 3 - Refine
  193. // Example: mes "Show me your "+callfunc("F_ItemName",1201,1,2,5)+"...";
  194. // is equal to: mes "Show me your ^000090 +5 VVS Fire Knife ^000000..."
  195. function script F_ItemName {
  196. set @t$,"^000090";
  197. if(getarg(3)) set @t$,@t$+"+"+getarg(3)+" ";
  198. if(getarg(2)==1) set @t$,@t$+"VS ";
  199. if(getarg(2)==2) set @t$,@t$+"VVS ";
  200. if(getarg(2)==3) set @t$,@t$+"VVVS ";
  201. if(getarg(2)>3) set @t$,@t$+getarg(2)+"xVS ";
  202. if(getarg(1)==1) set @t$,@t$+"Ice ";
  203. if(getarg(1)==2) set @t$,@t$+"Earth ";
  204. if(getarg(1)==3) set @t$,@t$+"Fire ";
  205. if(getarg(1)==4) set @t$,@t$+"Wind ";
  206. if(getarg(1)>4) set @t$,@t$+"Strange ";
  207. return @t$+getitemname(getarg(0))+"^000000";
  208. }
  209. //////////////////////////////////////////////////////////////////////////////////
  210. // *** Function "getJobName" //
  211. // [Usage] : callfunc("getJobName",Class); //
  212. //////////////////////////////////////////////////////////////////////////////////
  213. function script getJobName {
  214. switch(getarg(0)){
  215. case Job_Novice:
  216. return "Novice";
  217. case Job_Swordman:
  218. return "Swordman";
  219. case Job_Mage:
  220. return "Magician";
  221. case Job_Archer:
  222. return "Archer";
  223. case Job_Acolyte:
  224. return "Acolyte";
  225. case Job_Merchant:
  226. return "Merchant";
  227. case Job_Thief:
  228. return "Thief";
  229. case Job_Knight:
  230. case Job_Knight2:
  231. return "Knight";
  232. case Job_Priest:
  233. return "Priest";
  234. case Job_Wizard:
  235. return "Wizard";
  236. case Job_Blacksmith:
  237. return "Blacksmith";
  238. case Job_Hunter:
  239. return "Hunter";
  240. case Job_Assassin:
  241. return "Assassin";
  242. case Job_Crusader:
  243. case Job_Crusader2:
  244. return "Crusader";
  245. case Job_Monk:
  246. return "Monk";
  247. case Job_Sage:
  248. return "Sage";
  249. case Job_Rogue:
  250. return "Rogue";
  251. case Job_Alchem:
  252. return "Alchemist";
  253. case Job_Bard:
  254. return "Bard";
  255. case Job_Dancer:
  256. return "Dancer";
  257. case Job_SuperNovice:
  258. return "Super Novice";
  259. case Job_Gunslinger:
  260. return "Gunsligner";
  261. case Job_Ninja:
  262. return "Ninja";
  263. case Job_Xmas:
  264. return "Xmas";
  265. case Job_Novice_High:
  266. return "Novice High";
  267. case Job_Swordman_High:
  268. return "Swordman High";
  269. case Job_Mage_High:
  270. return "Magician High";
  271. case Job_Archer_High:
  272. return "Archer High";
  273. case Job_Acolyte_High:
  274. return "Acolyte High";
  275. case Job_Merchant_High:
  276. return "Merchant High";
  277. case Job_Thief_High:
  278. return "Thief High";
  279. case Job_Lord_Knight:
  280. case Job_Lord_Knight2:
  281. return "Lord Knight";
  282. case Job_High_Priest:
  283. return "High Priest";
  284. case Job_High_Wizard:
  285. return "High Wizard";
  286. case Job_Whitesmith:
  287. return "Whitesmith";
  288. case Job_Sniper:
  289. return "Sniper";
  290. case Job_Assassin_Cross:
  291. return "Assassin Cross";
  292. case Job_Paladin:
  293. case Job_Paladin2:
  294. return "Paladin";
  295. case Job_Champion:
  296. return "Champion";
  297. case Job_Professor:
  298. return "Professor";
  299. case Job_Stalker:
  300. return "Stalker";
  301. case Job_Creator:
  302. return "Creator";
  303. case Job_Clown:
  304. return "Clown";
  305. case Job_Gypsy:
  306. return "Gypsy";
  307. case Job_Baby:
  308. return "Baby";
  309. case Job_Baby_Swordman:
  310. return "Baby Swordman";
  311. case Job_Baby_Mage:
  312. return "Baby Magician";
  313. case Job_Baby_Archer:
  314. return "Baby Archer";
  315. case Job_Baby_Acolyte:
  316. return "Baby Acolyte";
  317. case Job_Baby_Merchant:
  318. return "Baby Merchant";
  319. case Job_Baby_Thief:
  320. return "Baby Thief";
  321. case Job_Baby_Knight:
  322. case Job_Baby_Knight2:
  323. return "Baby Knight";
  324. case Job_Baby_Priest:
  325. return "Baby Priest";
  326. case Job_Baby_Wizard:
  327. return "Baby Wizard";
  328. case Job_Baby_Blacksmith:
  329. return "Baby Blacksmith";
  330. case Job_Baby_Hunter:
  331. return "Baby Hunter";
  332. case Job_Baby_Assassin:
  333. return "Baby Assassin";
  334. case Job_Baby_Crusader:
  335. case Job_Baby_Crusader2:
  336. return "Baby Crusader";
  337. case Job_Baby_Monk:
  338. return "Baby Monk";
  339. case Job_Baby_Sage:
  340. return "Baby Sage";
  341. case Job_Baby_Rogue:
  342. return "Baby Rogue";
  343. case Job_Baby_Alchem:
  344. return "Baby Alchemist";
  345. case Job_Baby_Bard:
  346. return "Baby Bard";
  347. case Job_Baby_Dancer:
  348. return "Baby Dancer";
  349. case Job_Super_Baby:
  350. return "Super Baby";
  351. case Job_Taekwon:
  352. if(Sex == 0)
  353. return "Taekwon Girl";
  354. else
  355. return "Taekwon Boy";
  356. case Job_Star_Gladiator:
  357. case Job_Star_Gladiator2:
  358. return "Star Gladiator";
  359. case Job_Soul_Linker:
  360. return "Soul Linker";
  361. case Job_Ninja:
  362. return "Ninja";
  363. case Job_Gunslinger:
  364. return "Gunslinger";
  365. case Job_Xmas:
  366. return "Christmas";
  367. case Option_Wedding:
  368. if(Sex == 0)
  369. return "Bride";
  370. else
  371. return "Bridegroom";
  372. default:
  373. return "omghaxor";
  374. }
  375. }
  376. //////////////////////////////////////////////////////////////////////////////////
  377. // *** Function "F_SaveQuestSkills": Store learnt quest skills
  378. //////////////////////////////////////////////////////////////////////////////////
  379. function script F_SaveQuestSkills {
  380. set ADV_QSK,0; set ADV_QSK2,0;
  381. //1st classes quest skills
  382. for(set @i, 0; @i < 14; set @i, @i + 1){
  383. if(getskilllv(144+@i)) set ADV_QSK,ADV_QSK|pow(2,@i);
  384. }
  385. //2nd classes quest skills
  386. for(set @i, 0; @i < 19; set @i, @i + 1){
  387. if(getskilllv(1001+@i)) set ADV_QSK2,ADV_QSK2|pow(2,@i);
  388. }
  389. return;
  390. }
  391. //////////////////////////////////////////////////////////////////////////////////
  392. // *** Function "F_Load1Skills": Restore learnt 1st class quest skills
  393. //////////////////////////////////////////////////////////////////////////////////
  394. function script F_Load1Skills {
  395. //1st classes quest skills
  396. for(set @i, 0; @i < 14; set @i, @i + 1){
  397. if(ADV_QSK|pow(2,@i) == ADV_QSK) skill 144+@i,1,0;
  398. }
  399. set ADV_QSK,0; //Clear var
  400. return;
  401. }
  402. //////////////////////////////////////////////////////////////////////////////////
  403. // *** Function "F_Load2Skills": Restore learnt 2nd class quest skills
  404. //////////////////////////////////////////////////////////////////////////////////
  405. function script F_Load2Skills {
  406. //2nd classes quest skills
  407. for(set @i, 0; @i < 19; set @i, @i + 1){
  408. if(ADV_QSK2|pow(2,@i) == ADV_QSK2) skill 1001+@i,1,0;
  409. }
  410. set ADV_QSK2,0; //Clear var
  411. return;
  412. }