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- //===== eAthena Script =======================================
- //= Global Functions
- //===== By: ==================================================
- //= Lupus, kobra_k88
- //===== Current Version: =====================================
- //= 2.12
- //===== 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- //= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus]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. 2.08 Added NINJ_Q variable clear [Lupus]
- //= 2.09 Cleared F_ClearGarbage [Lupus]
- //= 2.10 Added F_CheckMaxCount to check count of carrid items. [L0ne_w0lf]
- //= 2.10a Removed function F_CheckMaxCount. Not needed. [L0ne_W0lf]
- //= 2.11 Updated function Job_Change to jobchange based on Upper value. [Paradox924X]
- //= 2.12 Added more unused vars to F_ClearGarbage [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 ASSIN_Q3,0;
- 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
- //Clear TURTLE var if the Turtle Islans Quest is already done
- if(TURTLE==20) set MISC_QUEST,MISC_QUEST | 65536;
- if(MISC_QUEST & 65536) set TURTLE,0; //now clear the var if the quest is over
- //Clear previously saved Quest Skills (now it isn't used)
- set ADV_QSK,0;
- set ADV_QSK2,0;
- //Old Seset Skill Event used to use RES_SKILL var
- set RES_SKILL,0;
- //Here you put outdated variables from your outdated EVENTS
- //e.g. Is XMAS done? Add the EVENT var clearing code here.
- 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 {
- jobchange getarg(0),Upper; //Jobchange based on Upper
- logmes "CLASS CHANGE: " +strcharinfo(0)+ " become a "+jobname(Class);
- return;
- }
- //////////////////////////////////////////////////////////////////////////////////
- // 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 handsome 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;
- }
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