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. //= 1.7
  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. //============================================================
  22. //////////////////////////////////////////////////////////////////////////////////
  23. // Function that clears job quest variables
  24. //////////////////////////////////////////////////////////////////////////////////
  25. function script F_ClearJobVar {
  26. // Misc ---------------------------------
  27. set JBLVL,0;
  28. // First Class Jobs ---------------------
  29. set job_acolyte_q,0; set job_acolyte_q2,0;
  30. set job_archer_q,0;
  31. set job_magician_q,0;
  32. set job_merchant_q,0; set job_merchant_q2,0; set job_merchant_q3,0;
  33. set job_sword_q,0; set job_sword_q2,0; set SWTEST, 0;
  34. set job_thief_q,0;
  35. // Super Novice
  36. set SUPNOV_Q,0;
  37. // 2-1 Jobs ------------------------------
  38. set ASSIN_Q,0; set ASSIN_Q2,0;
  39. set BSMITH_Q,0; set BSMITH_Q2,0;
  40. set HNTR_Q,0; set HNTR_Q2,0;
  41. set KNIGHT_Q,0; set KNIGHT_Q2,0;
  42. set PRIEST_Q,0; set PRIEST_Q2,0; set PRIEST_Q3,0;
  43. set WIZ_Q,0; set WIZ_Q2,0;
  44. // 2-2 Jobs ------------------------------
  45. set ROGUE_Q,0; set ROGUE_Q2,0;
  46. set ALCH_Q,0; set ALCH_Q2,0; set al_morgen,0;
  47. set CRUS_Q,0;
  48. set MONK_Q,0; set JOB_MONK_C,0;
  49. set SAGE_Q,0; set SAGE_Q2,0;
  50. set DANC_Q,0;
  51. set BARD_Q,0;
  52. return;
  53. }
  54. //////////////////////////////////////////////////////////////////////////////////
  55. // Used in REBIRTH scripts
  56. // Class = Internal Class ID
  57. // BaseJob = Base Job (0..23)
  58. // Upper : 0 - Default, 1 - Advanced, 2 - Baby
  59. //////////////////////////////////////////////////////////////////////////////////
  60. function script Job_Change {
  61. if (Upper==0) jobchange getarg(0); //Change Job For Common
  62. if (Upper==2) jobchange getarg(0)+46; //Change Job For Baby Class
  63. return;
  64. }
  65. //////////////////////////////////////////////////////////////////////////////////
  66. // FOT BACKWISE COMPATIBILITY: Functions used to check a players job class
  67. // HOW TO USE:
  68. // i.e. We need all holy classes but monks
  69. // if ( callfunc("Is_Holy_Class") && callfunc("Is_Monk")==0 ) goto L_Start;
  70. //////////////////////////////////////////////////////////////////////////////////
  71. //////////////////////////////////////////////////////////////////////////////////
  72. // returns 1 if the player is either Aco,Monk,Priest,Aco High,High Priest,
  73. // Champion, 0 otherwise
  74. //////////////////////////////////////////////////////////////////////////////////
  75. function script Is_Holy_Class {
  76. return ( BaseJob==Job_Acolyte || BaseJob==Job_Priest || BaseJob==Job_Monk );
  77. }
  78. //////////////////////////////////////////////////////////////////////////////////
  79. // returns 1 if the player is either Archer,Hunter,Bard,Dancer,Archer High,Sniper,
  80. // Clown,Gypsy, 0 otherwise
  81. //////////////////////////////////////////////////////////////////////////////////
  82. function script Is_Bow_Class {
  83. return ( BaseJob==Job_Archer || BaseJob==Job_Hunter || BaseJob==Job_Bard || BaseJob==Job_Dancer );
  84. }
  85. //////////////////////////////////////////////////////////////////////////////////
  86. // returns 1 if the player is either Mage,Wizard,Sage,Mage High,High Wizard,
  87. // Professor, 0 otherwise
  88. //////////////////////////////////////////////////////////////////////////////////
  89. function script Is_Magic_Class {
  90. return ( BaseJob==Job_Mage || BaseJob==Job_Wizard || BaseJob==Job_Sage );
  91. }
  92. //////////////////////////////////////////////////////////////////////////////////
  93. // returns 1 if the player is either Merc,Blacksmith,Alchemist,Merc High,
  94. // Whitesmith,Creator, 0 otherwise
  95. //////////////////////////////////////////////////////////////////////////////////
  96. function script Is_Merc_Class {
  97. return ( BaseJob==Job_Merchant || BaseJob==Job_Blacksmith || BaseJob==Job_Alchem );
  98. }
  99. //////////////////////////////////////////////////////////////////////////////////
  100. // returns 1 if the player is either Thief,Assassin,Rogue,Thief High, Assassin Cross
  101. // Stalker, 0 otherwise
  102. //////////////////////////////////////////////////////////////////////////////////
  103. function script Is_Thief_Class {
  104. return ( BaseJob==Job_Thief || BaseJob==Job_Assassin || BaseJob==Job_Rogue );
  105. }
  106. //////////////////////////////////////////////////////////////////////////////////
  107. // returns 1 if the player is either Swordy,Knight,Crusader,Swordy High,
  108. // Lord Knight,Paladin, 0 otherwise
  109. //////////////////////////////////////////////////////////////////////////////////
  110. function script Is_Sword_Class {
  111. return ( BaseJob==Job_Swordman || BaseJob==Job_Knight || BaseJob==Job_Knight2 || BaseJob==Job_Crusader || BaseJob==Job_Crusader2 );
  112. }
  113. //////////////////////////////////////////////////////////////////////////////////
  114. // returns 1 if the player is either Taekwon, Star Gladiator,Soul Linker, 0 otherwise
  115. // these classes can't be adopted nor reborn ()
  116. //////////////////////////////////////////////////////////////////////////////////
  117. function script Is_Taekwon_Class {
  118. return ( Class==Job_Taekwon || Class==Job_Star_Gladiator || Class==Job_Star_Gladiator2 || Class==Job_Soul_Linker );
  119. }
  120. //////////////////////////////////////////////////////////////////////////////////
  121. // Functions used to spiff up dialoges [Lupus]
  122. //////////////////////////////////////////////////////////////////////////////////
  123. //////////////////////////////////////////////////////////////////////////////////
  124. // *** Function "F_RandMes"
  125. //////////////////////////////////////////////////////////////////////////////////
  126. //returns random string
  127. // Example: check F_Bye or F_Hi functions
  128. // READ AND THINK: You can use it to pick a random number form list:
  129. // set @itemIDfromList, callfunc("F_RandMes",8,1129,1222,1163,1357,1360,1522,1811,1410);
  130. function script F_RandMes {
  131. return getarg(rand(1,getarg(0)));
  132. }
  133. //////////////////////////////////////////////////////////////////////////////////
  134. // *** Function "F_Sex"
  135. //////////////////////////////////////////////////////////////////////////////////
  136. //returns 1st string if female, 2nd string otherwise
  137. // Example: mes callfunc("F_Sex","What a beautiful lady!","What a handsom man!");
  138. function script F_SexMes {
  139. return getarg(Sex);
  140. }
  141. //////////////////////////////////////////////////////////////////////////////////
  142. // *** Function "F_Hi"
  143. //////////////////////////////////////////////////////////////////////////////////
  144. //returns random HELLO message
  145. function script F_Hi {
  146. return callfunc("F_RandMes",5,"Hi!","Hello!","Good day!","How are you?","Hello there.");
  147. }
  148. //////////////////////////////////////////////////////////////////////////////////
  149. // *** Function "F_Bye"
  150. //////////////////////////////////////////////////////////////////////////////////
  151. //returns random BYE message
  152. function script F_Bye {
  153. return callfunc("F_RandMes",6,"Bye. See you again.","Later.","Goodbye.","Good luck!","Have a nice day!","Byebye!!!");
  154. }
  155. //////////////////////////////////////////////////////////////////////////////////
  156. // *** Function "F_ItemName"
  157. //////////////////////////////////////////////////////////////////////////////////
  158. // Returns expanded item name string
  159. //Argumentss
  160. // 0 - Item ID
  161. // 1 - Element N (0=none,1=Ice,2=Earth,3=Fire,4=Wind)
  162. // 2 - VVS meter 0..3
  163. // 3 - Refine
  164. // Example: mes "Show me your "+callfunc("F_ItemName",1201,1,2,5)+"...";
  165. // is equal to: mes "Show me your ^000090 +5 VVS Fire Knife ^000000..."
  166. function script F_ItemName {
  167. set @t$,"^000090";
  168. if(getarg(3)) set @t$,@t$+"+"+getarg(3)+" ";
  169. if(getarg(2)==1) set @t$,@t$+"VS ";
  170. if(getarg(2)==2) set @t$,@t$+"VVS ";
  171. if(getarg(2)==3) set @t$,@t$+"VVVS ";
  172. if(getarg(2)>3) set @t$,@t$+getarg(2)+"xVS ";
  173. if(getarg(1)==1) set @t$,@t$+"Ice ";
  174. if(getarg(1)==2) set @t$,@t$+"Earth ";
  175. if(getarg(1)==3) set @t$,@t$+"Fire ";
  176. if(getarg(1)==4) set @t$,@t$+"Wind ";
  177. if(getarg(1)>4) set @t$,@t$+"Strange ";
  178. return @t$+getitemname(getarg(0))+"^000000";
  179. }
  180. //////////////////////////////////////////////////////////////////////////////////
  181. // *** Function "getJobName" //
  182. // [Usage] : callfunc("getJobName",Class); //
  183. //////////////////////////////////////////////////////////////////////////////////
  184. function script getJobName {
  185. switch(getarg(0)){
  186. case Job_Novice:
  187. return "Novice";
  188. case Job_Swordman:
  189. return "Swordman";
  190. case Job_Mage:
  191. return "Magician";
  192. case Job_Archer:
  193. return "Archer";
  194. case Job_Acolyte:
  195. return "Acolyte";
  196. case Job_Merchant:
  197. return "Merchant";
  198. case Job_Thief:
  199. return "Thief";
  200. case Job_Knight:
  201. case Job_Knight2:
  202. return "Knight";
  203. case Job_Priest:
  204. return "Priest";
  205. case Job_Wizard:
  206. return "Wizard";
  207. case Job_Blacksmith:
  208. return "Blacksmith";
  209. case Job_Hunter:
  210. return "Hunter";
  211. case Job_Assassin:
  212. return "Assassin";
  213. case Job_Crusader:
  214. case Job_Crusader2:
  215. return "Crusader";
  216. case Job_Monk:
  217. return "Monk";
  218. case Job_Sage:
  219. return "Sage";
  220. case Job_Rogue:
  221. return "Rogue";
  222. case Job_Alchem:
  223. return "Alchemist";
  224. case Job_Bard:
  225. return "Bard";
  226. case Job_Dancer:
  227. return "Dancer";
  228. case Job_SuperNovice:
  229. return "Super Novice";
  230. case Job_Gunslinger:
  231. return "Gunsligner";
  232. case Job_Ninja:
  233. return "Ninja";
  234. case Job_Xmas:
  235. return "Xmas";
  236. case Job_Novice_High:
  237. return "Novice High";
  238. case Job_Swordman_High:
  239. return "Swordman High";
  240. case Job_Mage_High:
  241. return "Magician High";
  242. case Job_Archer_High:
  243. return "Archer High";
  244. case Job_Acolyte_High:
  245. return "Acolyte High";
  246. case Job_Merchant_High:
  247. return "Merchant High";
  248. case Job_Thief_High:
  249. return "Thief High";
  250. case Job_Lord_Knight:
  251. case Job_Lord_Knight2:
  252. return "Lord Knight";
  253. case Job_High_Priest:
  254. return "High Priest";
  255. case Job_High_Wizard:
  256. return "High Wizard";
  257. case Job_Whitesmith:
  258. return "Whitesmith";
  259. case Job_Sniper:
  260. return "Sniper";
  261. case Job_Assassin_Cross:
  262. return "Assassin Cross";
  263. case Job_Paladin:
  264. case Job_Paladin2:
  265. return "Paladin";
  266. case Job_Champion:
  267. return "Champion";
  268. case Job_Professor:
  269. return "Professor";
  270. case Job_Stalker:
  271. return "Stalker";
  272. case Job_Creator:
  273. return "Creator";
  274. case Job_Clown:
  275. return "Clown";
  276. case Job_Gypsy:
  277. return "Gypsy";
  278. case Job_Baby:
  279. return "Baby";
  280. case Job_Baby_Swordman:
  281. return "Baby Swordman";
  282. case Job_Baby_Mage:
  283. return "Baby Magician";
  284. case Job_Baby_Archer:
  285. return "Baby Archer";
  286. case Job_Baby_Acolyte:
  287. return "Baby Acolyte";
  288. case Job_Baby_Merchant:
  289. return "Baby Merchant";
  290. case Job_Baby_Thief:
  291. return "Baby Thief";
  292. case Job_Baby_Knight:
  293. case Job_Baby_Knight2:
  294. return "Baby Knight";
  295. case Job_Baby_Priest:
  296. return "Baby Priest";
  297. case Job_Baby_Wizard:
  298. return "Baby Wizard";
  299. case Job_Baby_Blacksmith:
  300. return "Baby Blacksmith";
  301. case Job_Baby_Hunter:
  302. return "Baby Hunter";
  303. case Job_Baby_Assassin:
  304. return "Baby Assassin";
  305. case Job_Baby_Crusader:
  306. case Job_Baby_Crusader2:
  307. return "Baby Crusader";
  308. case Job_Baby_Monk:
  309. return "Baby Monk";
  310. case Job_Baby_Sage:
  311. return "Baby Sage";
  312. case Job_Baby_Rogue:
  313. return "Baby Rogue";
  314. case Job_Baby_Alchem:
  315. return "Baby Alchemist";
  316. case Job_Baby_Bard:
  317. return "Baby Bard";
  318. case Job_Baby_Dancer:
  319. return "Baby Dancer";
  320. case Job_Super_Baby:
  321. return "Super Baby";
  322. case Job_Taekwon:
  323. if(Sex == 0)
  324. return "Taekwon Girl";
  325. else
  326. return "Taekwon Boy";
  327. case Job_Star_Gladiator:
  328. case Job_Star_Gladiator2:
  329. return "Star Gladiator";
  330. case Job_Soul_Linker:
  331. return "Soul Linker";
  332. default:
  333. return "omghaxor";
  334. }
  335. }