Global_Functions.txt 24 KB

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  1. //===== rAthena Script =======================================
  2. //= Global Functions
  3. //===== By: ==================================================
  4. //= Lupus, kobra_k88
  5. //===== Current Version: =====================================
  6. //= 2.25
  7. //===== Compatible With: =====================================
  8. //= rAthena Project
  9. //===== Description: =========================================
  10. //= General script functions.
  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 //= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus]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. //= 2.13 Added more unused vars to F_ClearGarbage [Lupus]
  39. //= 2.14 Added old novice variables to F_ClearGarbage. [L0ne_W0lf]
  40. //= 2.15 Added no unused DTS variables to F_ClearGarbage. [L0ne_W0lf]
  41. //= 2.16 Added F_GetWeaponType, and F_GetArmorType. [L0ne_W0lf]
  42. //= 2.17 Renamed 'F_RandMes' to 'F_Rand'. [Euphy]
  43. //= 2.18 Removed useless 'getJobName' function. [Euphy]
  44. //= 2.2 Added "F_GetPlural", "F_InsertPlural", "F_InsertArticle", "F_InsertComma", "F_GetNumSuffix". [Euphy]
  45. //= Standardized descriptions, updated 'F_GetArmorType'.
  46. //= 2.21 Added format string to "F_InsertPlural" and more checks to "F_GetPlural". [Euphy]
  47. //= 2.22 Further improvements to "F_GetPlural". [Euphy]
  48. //= 2.23 Completed article function and added "F_GetArticle". [Euphy]
  49. //= 2.24 Added functions to check for equipment swap hacks. [Euphy]
  50. //= 2.25 Added "F_CanOpenStorage" and "F_CanChangeJob". [secretdataz]
  51. //= 2.26 Added "F_getpositionname". [Capuche]
  52. //============================================================
  53. //////////////////////////////////////////////////////////////////////////////////
  54. // Clears job quest variables.
  55. // -- callfunc "F_ClearJobVar"
  56. //////////////////////////////////////////////////////////////////////////////////
  57. function script F_ClearJobVar {
  58. // Misc ---------------------------------
  59. set JBLVL,0;
  60. set FIRSTAID,0;
  61. set PLAYDEAD,0;
  62. set got_bandage,0;
  63. set got_novnametag,0;
  64. // First Class Jobs ---------------------
  65. set job_acolyte_q,0; set job_acolyte_q2,0;
  66. set job_archer_q,0;
  67. set job_magician_q,0;
  68. set job_merchant_q,0; set job_merchant_q2,0; set job_merchant_q3,0;
  69. set job_sword_q,0; set SWTEST, 0;
  70. set job_thief_q,0;
  71. // Super Novice
  72. set SUPNOV_Q,0;
  73. // 2-1 Jobs ------------------------------
  74. set ASSIN_Q,0; set ASSIN_Q2,0; set ASSIN_Q3,0;
  75. set BSMITH_Q,0; set BSMITH_Q2,0;
  76. set HNTR_Q,0; set HNTR_Q2,0;
  77. set KNIGHT_Q,0; set KNIGHT_Q2,0;
  78. set PRIEST_Q,0; set PRIEST_Q2,0; set PRIEST_Q3,0;
  79. set WIZ_Q,0; set WIZ_Q2,0;
  80. // 2-2 Jobs ------------------------------
  81. set ROGUE_Q,0; set ROGUE_Q2,0;
  82. set ALCH_Q,0; set ALCH_Q2,0;
  83. set CRUS_Q,0;
  84. set MONK_Q,0; set JOB_MONK_C,0;
  85. set SAGE_Q,0; set SAGE_Q2,0;
  86. set DANC_Q,0;
  87. set BARD_Q,0;
  88. // Extended Classes
  89. set TAEK_Q,0; set TK_Q,0;
  90. set STGL_Q,0;
  91. set SOUL_Q,0;
  92. set GUNS_Q,0;
  93. set NINJ_Q,0;
  94. return;
  95. }
  96. //////////////////////////////////////////////////////////////////////////////////
  97. // Clears other unused variables.
  98. // -- callfunc "F_ClearGarbage"
  99. //////////////////////////////////////////////////////////////////////////////////
  100. function script F_ClearGarbage {
  101. // Clear outdated global VARS
  102. //Clear TURTLE var if the Turtle Islans Quest is already done
  103. if(TURTLE==20) set MISC_QUEST,MISC_QUEST | 65536;
  104. if(MISC_QUEST & 65536) set TURTLE,0; //now clear the var if the quest is over
  105. //Clear previously saved Quest Skills (now it isn't used)
  106. set ADV_QSK,0;
  107. set ADV_QSK2,0;
  108. //Old Reset Skill Event used to use RES_SKILL var
  109. set RES_SKILL,0;
  110. //Here you put outdated variables from your outdated EVENTS
  111. //e.g. Is XMAS done? Add the EVENT var clearing code here.
  112. //due to bugs in BS quest:
  113. set wizard_m2,0;
  114. // Old Novice Ground Variables.
  115. set NEW_MES_FLAG0,0;
  116. set NEW_MES_FLAG1,0;
  117. set NEW_MES_FLAG2,0;
  118. set NEW_MES_FLAG3,0;
  119. set NEW_MES_FLAG4,0;
  120. set NEW_MES_FLAG5,0;
  121. set NEW_LVUP0,0;
  122. set NEW_LVUP1,0;
  123. set NEW_JOBLVUP,0;
  124. // Old DTS variables that are no longer used.
  125. set dtseligible,0;
  126. set MISC_QUEST,MISC_QUEST & ~128;
  127. return;
  128. }
  129. //////////////////////////////////////////////////////////////////////////////////
  130. // Job change based on Upper value (normal, advanced, baby).
  131. // -- callfunc "Job_Change",<Class value>;
  132. // See Job_* constants in 'db/const.txt' for Class values.
  133. //////////////////////////////////////////////////////////////////////////////////
  134. function script Job_Change {
  135. jobchange getarg(0),Upper;
  136. // logmes "CLASS CHANGE: " +strcharinfo(0)+ " become a "+jobname(Class);
  137. return;
  138. }
  139. //////////////////////////////////////////////////////////////////////////////////
  140. // Functions used to spiff up dialoges [Lupus]
  141. //////////////////////////////////////////////////////////////////////////////////
  142. //////////////////////////////////////////////////////////////////////////////////
  143. // Returns a random argument.
  144. // -- callfunc "F_Rand",arg0,arg1,...
  145. // Example:
  146. // // You can use it to pick a random number from a list:
  147. // set @itemIDfromList, callfunc("F_Rand",1129,1222,1163,1357,1360,1522,1811,1410);
  148. //////////////////////////////////////////////////////////////////////////////////
  149. function script F_Rand {
  150. return getarg(rand(getargcount()));
  151. }
  152. //////////////////////////////////////////////////////////////////////////////////
  153. // Returns 1st argument if female, 2nd argument if male.
  154. // -- callfunc "F_Sex",argFemale,argMale
  155. // Example:
  156. // mes callfunc("F_Sex","What a beautiful lady!","What a handsome man!");
  157. //////////////////////////////////////////////////////////////////////////////////
  158. function script F_SexMes {
  159. return getarg(Sex);
  160. }
  161. //////////////////////////////////////////////////////////////////////////////////
  162. // Returns random "hello" and "goodbye" messages.
  163. // -- callfunc "F_Hi"
  164. // -- callfunc "F_Bye"
  165. //////////////////////////////////////////////////////////////////////////////////
  166. function script F_Hi {
  167. return callfunc("F_Rand","Hi!","Hello!","Good day!","How are you?","Hello there.");
  168. }
  169. function script F_Bye {
  170. return callfunc("F_Rand","Bye. See you again.","Later.","Goodbye.","Good luck!","Have a nice day!","Byebye!!!");
  171. }
  172. //////////////////////////////////////////////////////////////////////////////////
  173. // Returns expanded item name string.
  174. // -- callfunc "F_ItemName",<item ID>,{<element>{,<VVS meter 0..3>{,<refine rate>}}}
  175. // Elements: 0=none, 1=Ice, 2=Earth, 3=Fire, 4=Wind
  176. // Example:
  177. // // Displays "Show me your ^000090+5 VVS Fire Knife^000000..."
  178. // mes "Show me your "+callfunc("F_ItemName",1201,1,2,5)+"...";
  179. //////////////////////////////////////////////////////////////////////////////////
  180. function script F_ItemName {
  181. if (getarg(3,0))
  182. set .@t$,"+"+getarg(3)+" ";
  183. switch (getarg(2,0)) {
  184. case 0: break;
  185. case 1: set .@t$,.@t$+"VS "; break;
  186. case 2: set .@t$,.@t$+"VVS "; break;
  187. case 3: set .@t$,.@t$+"VVVS "; break;
  188. default: set .@t$,.@t$+getarg(2)+"xVS "; break;
  189. }
  190. switch (getarg(1,0)) {
  191. case 0: break;
  192. case 1: set .@t$,.@t$+"Ice "; break;
  193. case 2: set .@t$,.@t$+"Earth "; break;
  194. case 3: set .@t$,.@t$+"Fire "; break;
  195. case 4: set .@t$,.@t$+"Wind "; break;
  196. default: set .@t$,.@t$+"Strange "; break;
  197. }
  198. return "^000090"+.@t$+getitemname(getarg(0))+"^000000";
  199. }
  200. //////////////////////////////////////////////////////////////////////////////////
  201. // Stores learnt quest skills as variables ADV_QSK and ADV_QSK2.
  202. // -- callfunc "F_SaveQuestSkills"
  203. //
  204. // Restores learnt 1st class quest skills.
  205. // -- callfunc "F_Load1Skills"
  206. //
  207. // Restores learnt 2nd class quest skills.
  208. // -- callfunc "F_Load2Skills"
  209. //////////////////////////////////////////////////////////////////////////////////
  210. function script F_SaveQuestSkills {
  211. set ADV_QSK,0; set ADV_QSK2,0;
  212. //1st classes quest skills
  213. for(set .@i, 0; .@i < 14; set .@i, .@i + 1){
  214. if(getskilllv(144+.@i)) set ADV_QSK,ADV_QSK|pow(2,.@i);
  215. }
  216. //2nd classes quest skills
  217. for(set .@i, 0; .@i < 19; set .@i, .@i + 1){
  218. if(getskilllv(1001+.@i)) set ADV_QSK2,ADV_QSK2|pow(2,.@i);
  219. }
  220. return;
  221. }
  222. function script F_Load1Skills {
  223. for(set .@i, 0; .@i < 14; set .@i, .@i + 1){
  224. if(ADV_QSK|pow(2,.@i) == ADV_QSK) skill 144+.@i,1,0;
  225. }
  226. set ADV_QSK,0; //Clear var
  227. return;
  228. }
  229. function script F_Load2Skills {
  230. for(set .@i, 0; .@i < 19; set .@i, .@i + 1){
  231. if(ADV_QSK2|pow(2,.@i) == ADV_QSK2) skill 1001+.@i,1,0;
  232. }
  233. set ADV_QSK2,0; //Clear var
  234. return;
  235. }
  236. //////////////////////////////////////////////////////////////////////////////////
  237. // Returns weapon type, based on view.
  238. // -- callfunc "F_GetWeaponType",<weapon ID>
  239. //
  240. // Returns equipment type, based on equip location.
  241. // -- callfunc "F_GetArmorType",<item ID>
  242. //////////////////////////////////////////////////////////////////////////////////
  243. function script F_GetWeaponType {
  244. switch(getiteminfo(getarg(0),11)) {
  245. case 1: return "Dagger"; break;
  246. case 2: return "One-handed Sword"; break;
  247. case 3: return "Two-handed Sword"; break;
  248. case 4: return "One-handed Spear"; break;
  249. case 5: return "Two-handed Spear"; break;
  250. case 6: return "One-handed Axe"; break;
  251. case 7: return "Two-handed Axe"; break;
  252. case 8: return "Mace"; break;
  253. //case 9: return "Unused"; break;
  254. case 10: return "Staff"; break;
  255. case 11: return "Bow"; break;
  256. case 12: return "Knuckle"; break;
  257. case 13: return "Instrument"; break;
  258. case 14: return "Whip"; break;
  259. case 15: return "Book"; break;
  260. case 16: return "Katar"; break;
  261. case 17: return "Revolver"; break;
  262. case 18: return "Rifle"; break;
  263. case 19: return "Gatling gun"; break;
  264. case 20: return "Shotgun"; break;
  265. case 21: return "Grenade Launcher"; break;
  266. case 22: return "Shuriken"; break;
  267. default: return "Unknown Weapon"; break;
  268. }
  269. end;
  270. }
  271. function script F_GetArmorType {
  272. switch(getiteminfo(getarg(0),5)) {
  273. case EQP_HEAD_LOW:
  274. return "Lower Headgear";
  275. case EQP_HAND_R:
  276. return callfunc("F_GetWeaponType",getarg(0));
  277. case EQP_GARMENT:
  278. return "Garment";
  279. case EQP_ACC_L:
  280. case EQP_ACC_R:
  281. case EQP_ACC_RL:
  282. return "Accessory";
  283. case EQP_ARMOR:
  284. return "Armor";
  285. case EQP_HAND_L:
  286. return "Shield";
  287. case EQP_SHOES:
  288. return "Shoes";
  289. case EQP_HEAD_TOP:
  290. return "Upper Headgear";
  291. case EQP_HEAD_MID:
  292. return "Middle Headgear";
  293. case EQP_COSTUME_HEAD_TOP:
  294. return "Costume Upper Headgear";
  295. case EQP_COSTUME_HEAD_MID:
  296. return "Costume Midle Headgear";
  297. case EQP_COSTUME_HEAD_LOW:
  298. return "Costume Lower Headgear";
  299. case EQP_COSTUME_GARMENT:
  300. return "Costume Garment";
  301. case EQP_AMMO:
  302. return "Ammo";
  303. case EQP_SHADOW_ARMOR:
  304. return "Shadow Armor";
  305. case EQP_SHADOW_WEAPON:
  306. return "Shadow Weapon";
  307. case EQP_SHADOW_SHIELD:
  308. return "Shadow Shield";
  309. case EQP_SHADOW_SHOES:
  310. return "Shadow Shoes";
  311. case EQP_SHADOW_ACC_R:
  312. case EQP_SHADOW_ACC_L:
  313. case EQP_SHADOW_ACC_RL:
  314. return "Shadow Accessory";
  315. default:
  316. return "Unknown Equip";
  317. }
  318. }
  319. //////////////////////////////////////////////////////////////////////////////////
  320. // Returns time remaining in a readable format.
  321. // The argument is subtracted from UNIX epoch time, or 'gettimetick(2)'.
  322. // -- callfunc "Time2Str",<tick in UNIX epoch time>
  323. // Example:
  324. // // Displays "Time left: 1 day, 1 hour, 8 minutes, 20 seconds"
  325. // set .@Timer, gettimetick(2) + 90500;
  326. // mes "Time left: " + callfunc("Time2Str",.@Timer);
  327. //////////////////////////////////////////////////////////////////////////////////
  328. function script Time2Str {
  329. set .@Time_Left, getarg(0) - gettimetick(2);
  330. set .@Days, .@Time_Left / 86400;
  331. set .@Time_Left, .@Time_Left - (.@Days * 86400);
  332. set .@Hours, .@Time_Left / 3600;
  333. set .@Time_Left, .@Time_Left - (.@Hours * 3600);
  334. set .@Minutes, .@Time_Left / 60;
  335. set .@Time_Left, .@Time_Left - (.@Minutes * 60);
  336. set .@Time$, "";
  337. if( .@Days > 1 )
  338. set .@Time$, .@Time$ + .@Days + " days, ";
  339. else if( .@Days > 0 )
  340. set .@Time$, .@Time$ + .@Days + " day, ";
  341. if( .@Hours > 1 )
  342. set .@Time$, .@Time$ + .@Hours + " hours, ";
  343. else if( .@Hours > 0 )
  344. set .@Time$, .@Time$ + .@Hours + " hour, ";
  345. if( .@Minutes > 1 )
  346. set .@Time$, .@Time$ + .@Minutes + " minutes, ";
  347. else if( .@Minutes > 0 )
  348. set .@Time$, .@Time$ + .@Minutes + " minute, ";
  349. if( .@Time_Left > 1 || .@Time_Left == 0 )
  350. set .@Time$, .@Time$ + .@Time_Left + " seconds";
  351. else if( .@Time_Left == 1 )
  352. set .@Time$, .@Time$ + .@Time_Left + " second";
  353. return .@Time$;
  354. }
  355. //////////////////////////////////////////////////////////////////////////////////
  356. // Checks if equipment has been swapped (i.e. via hacks).
  357. // The function checks the current equipment at a position against the supplied
  358. // values, and logs any mismatches.
  359. // Returns 0 if match, 1 if mismatch.
  360. // -- callfunc "F_IsEquipIDHack",<equip position>,<equip ID>
  361. // -- callfunc "F_IsEquipRefineHack",<equip position>,<refine>
  362. // -- callfunc "F_IsEquipCardHack",<equip position>,<card 0>,<card 1>,<card 2>,<card 3>
  363. //////////////////////////////////////////////////////////////////////////////////
  364. function script F_IsEquipIDHack {
  365. set .@id_chk, getequipid(getarg(0));
  366. set .@id, getarg(1);
  367. if (.@id != .@id_chk) {
  368. logmes "Hack: Tried to swap equip " + getitemname(.@id) + " for " + getitemname(.@id_chk) + ".";
  369. return 1;
  370. }
  371. return 0;
  372. }
  373. function script F_IsEquipRefineHack {
  374. set .@refine_chk, getequiprefinerycnt(getarg(0));
  375. set .@refine, getarg(1);
  376. if (.@refine != .@refine_chk) {
  377. logmes "Hack: Tried to swap equip with refine +" + .@refine + " for +" + .@refine_chk + ".";
  378. return 1;
  379. }
  380. return 0;
  381. }
  382. function script F_IsEquipCardHack {
  383. set .@pos, getarg(0);
  384. for (set .@i,0; .@i < 4; set .@i, .@i+1) {
  385. set .@card, getarg(.@i + 1);
  386. set .@card_chk, getequipcardid(.@pos, .@i);
  387. if (.@card != .@card_chk) {
  388. logmes "Hack: Tried to swap card " + getitemname(.@card) + " for " + getitemname(.@card_chk) + ".";
  389. return 1;
  390. }
  391. }
  392. return 0;
  393. }
  394. //////////////////////////////////////////////////////////////////////////////////
  395. // Functions for text manipulation [Euphy]
  396. //////////////////////////////////////////////////////////////////////////////////
  397. //////////////////////////////////////////////////////////////////////////////////
  398. // Returns the plural of a noun - works in most cases, but not for everything!
  399. // -- callfunc "F_GetPlural","<noun>"{,<0:normal/1:uppercase>}
  400. // Examples:
  401. // callfunc("F_GetPlural","dog") // returns "dogs"
  402. // callfunc("F_GetPlural","fox",1) // returns "FOXES"
  403. // callfunc("F_GetPlural","knife") // returns "knives"
  404. // callfunc("F_GetPlural","Piece of Cake") // returns "Pieces of Cake"
  405. //
  406. // Returns the plural of a noun if the given number is not 1.
  407. // -- callfunc "F_InsertPlural",<number>,"<noun>"{,<0:normal/1:uppercase>{,"<format string>"}}
  408. // Format string uses sprintf(), and MUST contain %d (arg0) and %s (arg1), in that order.
  409. // Examples:
  410. // callfunc("F_InsertPlural",1,"dog") // returns "1 dog"
  411. // callfunc("F_InsertPlural",3,"fox",1) // returns "3 FOXES"
  412. // // returns "^FF00005^000000 knives"
  413. // callfunc("F_InsertPlural",5,"knife",0,"^FF0000%d^000000 %s")
  414. //////////////////////////////////////////////////////////////////////////////////
  415. function script F_GetPlural {
  416. set .@str$, getarg(0);
  417. if (countstr(.@str$," ")) { // multiple words
  418. explode(.@tmp$,.@str$," ");
  419. set .@size, getarraysize(.@tmp$);
  420. // if format is "... of|in|on ...", pluralize preceding word; else pluralize last word
  421. if (compare(.@str$," of ") || compare(.@str$," in ") || compare(.@str$," on ")) {
  422. for (set .@i,1; .@i<.@size; set .@i,.@i+1) {
  423. if (getstrlen(.@tmp$[.@i]) == 2 && compare("of|in|on",.@tmp$[.@i]))
  424. break;
  425. set .@index, .@index + 1;
  426. }
  427. } else
  428. set .@index, .@size - 1;
  429. set .@str$, .@tmp$[.@index];
  430. set .@tmp$[.@index],"%s";
  431. set .@format$, implode(.@tmp$," ");
  432. } else
  433. set .@format$, "%s";
  434. set .@strlen, getstrlen(.@str$);
  435. if (.@strlen < 3) // prevent errors
  436. return ((getarg(1,0)) ? strtoupper(sprintf(.@format$,.@str$)) : sprintf(.@format$,.@str$));
  437. setarray .@suffix$[0], charat(.@str$,.@strlen - 1), substr(.@str$,.@strlen - 2,.@strlen - 1);
  438. if (!compare("abcdefghijklmnopqrstuvwxyz",.@suffix$[0])) { // last character is not a letter
  439. set .@result$, .@str$;
  440. }
  441. // common exceptions --> singular form == plural form
  442. else if (compare("fish|glasses|sunglasses|clothes|boots|shoes|greaves|sandals|wings|ears",.@str$)) {
  443. set .@result$, .@str$;
  444. }
  445. // ends in -s, -x, -z, -ch, -sh --> add -es
  446. else if (.@suffix$[0] == "s" || .@suffix$[0] == "x" || .@suffix$[0] == "z" ||
  447. .@suffix$[1] == "ch" || .@suffix$[1] == "sh") {
  448. set .@result$, .@str$ + "es";
  449. }
  450. // ends in -f, -fe --> remove -f, -fe --> add -ves
  451. else if ((.@suffix$[0] == "f" || .@suffix$[1] == "fe") && .@suffix$[1] != "ff") {
  452. if (compare("belief|cliff|chief|dwarf|grief|gulf|proof|roof",.@str$))
  453. set .@result$, .@str$ + "s"; // exceptions --> add -s
  454. else
  455. set .@result$, substr(.@str$,0,.@strlen - 2 - (.@suffix$[1] == "fe")) + "ves";
  456. }
  457. // ends in consonant + -y --> remove -y --> add -ies
  458. else if (.@suffix$[0] == "y" && !compare("aeiou",charat(.@suffix$[1],0))) {
  459. set .@result$, delchar(.@str$,.@strlen - 1) + "ies";
  460. }
  461. // ends in -o --> exceptions --> add -es
  462. else if (.@suffix$[0] == "o" &&
  463. compare("buffalo|domino|echo|grotto|halo|hero|mango|mosquito|potato|tomato|tornado|torpedo|veto|volcano",.@str$)) {
  464. set .@result$, .@str$ + "es";
  465. }
  466. // default --> add -s
  467. else {
  468. set .@result$, .@str$ + "s";
  469. }
  470. return ((getarg(1,0)) ? strtoupper(sprintf(.@format$,.@result$)) : sprintf(.@format$,.@result$));
  471. }
  472. function script F_InsertPlural {
  473. return sprintf(getarg(3,"%d %s"), getarg(0), ((getarg(0) == 1) ? getarg(1) : callfunc("F_GetPlural",getarg(1),getarg(2,0))));
  474. }
  475. //////////////////////////////////////////////////////////////////////////////////
  476. // Returns 'a' or 'an' based on a word.
  477. // -- callfunc "F_GetArticle","<noun>";
  478. // Examples:
  479. // callfunc("F_GetArticle","Apple") // returns "an"
  480. // callfunc("F_GetArticle","dog") // returns "a"
  481. //
  482. // Returns 'a' or 'an' based on a word, followed by the word.
  483. // -- callfunc "F_InsertArticle","<word>"{,<0:lowercase a/1:uppercase A>}
  484. // Examples:
  485. // callfunc("F_InsertArticle","Apple") // returns "an Apple"
  486. // callfunc("F_InsertArticle","dog",1) // returns "A dog"
  487. //////////////////////////////////////////////////////////////////////////////////
  488. function script F_GetArticle {
  489. set .@str$, strtolower(getarg(0));
  490. // not a word
  491. if (!charisalpha(.@str$,0))
  492. return "a";
  493. // 1-letter words
  494. if (getstrlen(.@str$) == 1) {
  495. if (strpos("aefhilmnorsx",.@str$) > -1)
  496. return "an";
  497. else
  498. return "a";
  499. }
  500. // special cases
  501. if (preg_match("(euler|hour(?!i)|heir|honest|hono)",.@str$))
  502. return "an";
  503. // consonants
  504. if (preg_match("^[^aeiouy]",.@str$))
  505. return "a";
  506. // special vowel forms
  507. if (preg_match("^e[uw]",.@str$) || preg_match("^onc?e\b",.@str$) || preg_match("^uni([^nmd]|mo)",.@str$) || preg_match("^u[bcfhjkqrst][aeiou]",.@str$))
  508. return "a";
  509. if (preg_match("^ut[th]",.@str$))
  510. return "an";
  511. // special capitals (rare)
  512. //if (preg_match("^U[NK][AIEO]?",getarg(0)))
  513. // return "a";
  514. // vowels
  515. if (preg_match("^[aeiou]",.@str$))
  516. return "an";
  517. // y... (rare)
  518. //if (preg_match("^(y(b[lor]|cl[ea]|fere|gg|p[ios]|rou|tt))",.@str$))
  519. // return "an";
  520. return "a";
  521. }
  522. function script F_InsertArticle {
  523. set .@article$, callfunc("F_GetArticle",getarg(0));
  524. return sprintf("%s %s", ((getarg(1,0)) ? replacestr(.@article$,"a","A") : .@article$), getarg(0));
  525. }
  526. //////////////////////////////////////////////////////////////////////////////////
  527. // Returns a number with commas between every three digits.
  528. // -- callfunc "F_InsertComma",<number>
  529. // Examples:
  530. // callfunc("F_InsertComma",7777777) // returns "7,777,777"
  531. //////////////////////////////////////////////////////////////////////////////////
  532. function script F_InsertComma {
  533. set .@str$, getarg(0);
  534. for (set .@i,getstrlen(.@str$)-3; .@i>0; set .@i,.@i-3)
  535. set .@str$, insertchar(.@str$,",",.@i);
  536. return .@str$;
  537. }
  538. //////////////////////////////////////////////////////////////////////////////////
  539. // Returns a number with a '-st', '-nd', '-rd', or '-th' suffix.
  540. // -- callfunc "F_GetNumSuffix",<number>
  541. // Examples:
  542. // callfunc("F_GetNumSuffix",1) // returns "1st"
  543. // callfunc("F_GetNumSuffix",11) // returns "11th"
  544. // callfunc("F_GetNumSuffix",32) // returns "32nd"
  545. //////////////////////////////////////////////////////////////////////////////////
  546. function script F_GetNumSuffix {
  547. set .@n, getarg(0);
  548. set .@mod, .@n % 10;
  549. if (.@mod == 1 && .@n != 11) return .@n+"st";
  550. else if (.@mod == 2 && .@n != 12) return .@n+"nd";
  551. else if (.@mod == 3 && .@n != 13) return .@n+"rd";
  552. else return .@n+"th";
  553. }
  554. //////////////////////////////////////////////////////////////////////////////////
  555. // Indicate if attached player can open storage
  556. //////////////////////////////////////////////////////////////////////////////////
  557. function script F_CanOpenStorage {
  558. return (!basicskillcheck() || !(getskilllv("NV_BASIC") < 6 && getskilllv("SU_BASIC_SKILL") < 1));
  559. }
  560. //////////////////////////////////////////////////////////////////////////////////
  561. // Indicate if attached player can advance to class 1 by checking
  562. // basic skill level 9.
  563. //////////////////////////////////////////////////////////////////////////////////
  564. function script F_CanChangeJob {
  565. return (!basicskillcheck() || getskilllv("NV_BASIC") > 8);
  566. }
  567. //////////////////////////////////////////////////////////////////////////////////
  568. // Return the position name of the EQI_* equipment slot.
  569. //////////////////////////////////////////////////////////////////////////////////
  570. function script F_getpositionname {
  571. switch( getarg(0,999) ) {
  572. case EQI_ACC_L: return "Accessory 1";
  573. case EQI_ACC_R: return "Accessory 2";
  574. case EQI_SHOES: return "Shoes";
  575. case EQI_GARMENT: return "Robe";
  576. case EQI_HEAD_LOW: return "Head 3";
  577. case EQI_HEAD_MID: return "Head 2";
  578. case EQI_HEAD_TOP: return "Head";
  579. case EQI_ARMOR: return "Body";
  580. case EQI_HAND_L: return "Left hand";
  581. case EQI_HAND_R: return "Right hand";
  582. case EQI_COSTUME_HEAD_TOP: return "Upper Costume Headgear";
  583. case EQI_COSTUME_HEAD_MID: return "Middle Costume Headgear";
  584. case EQI_COSTUME_HEAD_LOW: return "Lower Costume Headgear";
  585. case EQI_COSTUME_GARMENT: return "Costume Garment";
  586. case EQI_AMMO: return "Arrow/Ammunition";
  587. case EQI_SHADOW_ARMOR: return "Shadow Armor";
  588. case EQI_SHADOW_WEAPON: return "Shadow Weapon";
  589. case EQI_SHADOW_SHIELD: return "Shadow Shield";
  590. case EQI_SHADOW_SHOES: return "Shadow Shoes";
  591. case EQI_SHADOW_ACC_R: return "Shadow Accessory 2";
  592. case EQI_SHADOW_ACC_L: return "Shadow Accessory 1";
  593. default:
  594. return "Unknown";
  595. }
  596. }