Global_Functions.txt 8.9 KB

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  1. //===== eAthena Script =======================================
  2. //= Global Functions
  3. //===== By: ==================================================
  4. //= Lupus, kobra_k88
  5. //===== Current Version: =====================================
  6. //= 2.12
  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 //= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus]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. //============================================================
  39. //////////////////////////////////////////////////////////////////////////////////
  40. // Function that clears job quest variables
  41. //////////////////////////////////////////////////////////////////////////////////
  42. function script F_ClearJobVar {
  43. // Misc ---------------------------------
  44. set JBLVL,0;
  45. set FIRSTAID,0;
  46. set PLAYDEAD,0;
  47. set got_bandage,0;
  48. set got_novnametag,0;
  49. // First Class Jobs ---------------------
  50. set job_acolyte_q,0; set job_acolyte_q2,0;
  51. set job_archer_q,0;
  52. set job_magician_q,0;
  53. set job_merchant_q,0; set job_merchant_q2,0; set job_merchant_q3,0;
  54. set job_sword_q,0; set SWTEST, 0;
  55. set job_thief_q,0;
  56. // Super Novice
  57. set SUPNOV_Q,0;
  58. // 2-1 Jobs ------------------------------
  59. set ASSIN_Q,0; set ASSIN_Q2,0; set ASSIN_Q3,0;
  60. set BSMITH_Q,0; set BSMITH_Q2,0;
  61. set HNTR_Q,0; set HNTR_Q2,0;
  62. set KNIGHT_Q,0; set KNIGHT_Q2,0;
  63. set PRIEST_Q,0; set PRIEST_Q2,0; set PRIEST_Q3,0;
  64. set WIZ_Q,0; set WIZ_Q2,0;
  65. // 2-2 Jobs ------------------------------
  66. set ROGUE_Q,0; set ROGUE_Q2,0;
  67. set ALCH_Q,0; set ALCH_Q2,0;
  68. set CRUS_Q,0;
  69. set MONK_Q,0; set JOB_MONK_C,0;
  70. set SAGE_Q,0; set SAGE_Q2,0;
  71. set DANC_Q,0;
  72. set BARD_Q,0;
  73. // Extended Classes
  74. set TAEK_Q,0; set TK_Q,0;
  75. set STGL_Q,0;
  76. set SOUL_Q,0;
  77. set GUNS_Q,0;
  78. set NINJ_Q,0;
  79. return;
  80. }
  81. function script F_ClearGarbage {
  82. // Clear outdated global VARS
  83. //Clear TURTLE var if the Turtle Islans Quest is already done
  84. if(TURTLE==20) set MISC_QUEST,MISC_QUEST | 65536;
  85. if(MISC_QUEST & 65536) set TURTLE,0; //now clear the var if the quest is over
  86. //Clear previously saved Quest Skills (now it isn't used)
  87. set ADV_QSK,0;
  88. set ADV_QSK2,0;
  89. //Old Seset Skill Event used to use RES_SKILL var
  90. set RES_SKILL,0;
  91. //Here you put outdated variables from your outdated EVENTS
  92. //e.g. Is XMAS done? Add the EVENT var clearing code here.
  93. return;
  94. }
  95. //////////////////////////////////////////////////////////////////////////////////
  96. // Used in REBIRTH scripts
  97. // Class = Internal Class ID
  98. // BaseJob = Base Job (0..23)
  99. // Upper : 0 - Default, 1 - Advanced, 2 - Baby
  100. //////////////////////////////////////////////////////////////////////////////////
  101. function script Job_Change {
  102. jobchange getarg(0),Upper; //Jobchange based on Upper
  103. logmes "CLASS CHANGE: " +strcharinfo(0)+ " become a "+jobname(Class);
  104. return;
  105. }
  106. //////////////////////////////////////////////////////////////////////////////////
  107. // Functions used to spiff up dialoges [Lupus]
  108. //////////////////////////////////////////////////////////////////////////////////
  109. //////////////////////////////////////////////////////////////////////////////////
  110. // *** Function "F_RandMes"
  111. //////////////////////////////////////////////////////////////////////////////////
  112. //returns random string
  113. // Example: check F_Bye or F_Hi functions
  114. // READ AND THINK: You can use it to pick a random number form list:
  115. // set @itemIDfromList, callfunc("F_RandMes",8,1129,1222,1163,1357,1360,1522,1811,1410);
  116. function script F_RandMes {
  117. return getarg(rand(1,getarg(0)));
  118. }
  119. //////////////////////////////////////////////////////////////////////////////////
  120. // *** Function "F_Sex"
  121. //////////////////////////////////////////////////////////////////////////////////
  122. //returns 1st string if female, 2nd string otherwise
  123. // Example: mes callfunc("F_Sex","What a beautiful lady!","What a handsome man!");
  124. function script F_SexMes {
  125. return getarg(Sex);
  126. }
  127. //////////////////////////////////////////////////////////////////////////////////
  128. // *** Function "F_Hi"
  129. //////////////////////////////////////////////////////////////////////////////////
  130. //returns random HELLO message
  131. function script F_Hi {
  132. return callfunc("F_RandMes",5,"Hi!","Hello!","Good day!","How are you?","Hello there.");
  133. }
  134. //////////////////////////////////////////////////////////////////////////////////
  135. // *** Function "F_Bye"
  136. //////////////////////////////////////////////////////////////////////////////////
  137. //returns random BYE message
  138. function script F_Bye {
  139. return callfunc("F_RandMes",6,"Bye. See you again.","Later.","Goodbye.","Good luck!","Have a nice day!","Byebye!!!");
  140. }
  141. //////////////////////////////////////////////////////////////////////////////////
  142. // *** Function "F_ItemName"
  143. //////////////////////////////////////////////////////////////////////////////////
  144. // Returns expanded item name string
  145. //Argumentss
  146. // 0 - Item ID
  147. // 1 - Element N (0=none,1=Ice,2=Earth,3=Fire,4=Wind)
  148. // 2 - VVS meter 0..3
  149. // 3 - Refine
  150. // Example: mes "Show me your "+callfunc("F_ItemName",1201,1,2,5)+"...";
  151. // is equal to: mes "Show me your ^000090 +5 VVS Fire Knife ^000000..."
  152. function script F_ItemName {
  153. set @t$,"^000090";
  154. if(getarg(3)) set @t$,@t$+"+"+getarg(3)+" ";
  155. if(getarg(2)==1) set @t$,@t$+"VS ";
  156. if(getarg(2)==2) set @t$,@t$+"VVS ";
  157. if(getarg(2)==3) set @t$,@t$+"VVVS ";
  158. if(getarg(2)>3) set @t$,@t$+getarg(2)+"xVS ";
  159. if(getarg(1)==1) set @t$,@t$+"Ice ";
  160. if(getarg(1)==2) set @t$,@t$+"Earth ";
  161. if(getarg(1)==3) set @t$,@t$+"Fire ";
  162. if(getarg(1)==4) set @t$,@t$+"Wind ";
  163. if(getarg(1)>4) set @t$,@t$+"Strange ";
  164. return @t$+getitemname(getarg(0))+"^000000";
  165. }
  166. //////////////////////////////////////////////////////////////////////////////////
  167. // *** Function "getJobName" //
  168. // [Usage] : callfunc("getJobName",Class); //
  169. //////////////////////////////////////////////////////////////////////////////////
  170. function script getJobName {
  171. return jobname(getarg(0));
  172. }
  173. //////////////////////////////////////////////////////////////////////////////////
  174. // *** Function "F_SaveQuestSkills": Store learnt quest skills
  175. //////////////////////////////////////////////////////////////////////////////////
  176. function script F_SaveQuestSkills {
  177. set ADV_QSK,0; set ADV_QSK2,0;
  178. //1st classes quest skills
  179. for(set @i, 0; @i < 14; set @i, @i + 1){
  180. if(getskilllv(144+@i)) set ADV_QSK,ADV_QSK|pow(2,@i);
  181. }
  182. //2nd classes quest skills
  183. for(set @i, 0; @i < 19; set @i, @i + 1){
  184. if(getskilllv(1001+@i)) set ADV_QSK2,ADV_QSK2|pow(2,@i);
  185. }
  186. return;
  187. }
  188. //////////////////////////////////////////////////////////////////////////////////
  189. // *** Function "F_Load1Skills": Restore learnt 1st class quest skills
  190. //////////////////////////////////////////////////////////////////////////////////
  191. function script F_Load1Skills {
  192. //1st classes quest skills
  193. for(set @i, 0; @i < 14; set @i, @i + 1){
  194. if(ADV_QSK|pow(2,@i) == ADV_QSK) skill 144+@i,1,0;
  195. }
  196. set ADV_QSK,0; //Clear var
  197. return;
  198. }
  199. //////////////////////////////////////////////////////////////////////////////////
  200. // *** Function "F_Load2Skills": Restore learnt 2nd class quest skills
  201. //////////////////////////////////////////////////////////////////////////////////
  202. function script F_Load2Skills {
  203. //2nd classes quest skills
  204. for(set @i, 0; @i < 19; set @i, @i + 1){
  205. if(ADV_QSK2|pow(2,@i) == ADV_QSK2) skill 1001+@i,1,0;
  206. }
  207. set ADV_QSK2,0; //Clear var
  208. return;
  209. }