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. //= 2.04
  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 //= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus]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 $dts|(1<<6) to F_ClearGarbage [Evera]
  27. //= 2.03 Added Gunslinger vars to F_ClearJobVar [Lupus]
  28. //= 2.04 Added dtseligible 2 (becomes MISC_QUEST|128) to F_ClearGarbage [Evera]
  29. //============================================================
  30. //////////////////////////////////////////////////////////////////////////////////
  31. // Function that clears job quest variables
  32. //////////////////////////////////////////////////////////////////////////////////
  33. function script F_ClearJobVar {
  34. // Misc ---------------------------------
  35. set JBLVL,0;
  36. // First Class Jobs ---------------------
  37. set job_acolyte_q,0; set job_acolyte_q2,0;
  38. set job_archer_q,0;
  39. set job_magician_q,0;
  40. set job_merchant_q,0; set job_merchant_q2,0; set job_merchant_q3,0;
  41. set job_sword_q,0; set SWTEST, 0;
  42. set job_thief_q,0;
  43. // Super Novice
  44. set SUPNOV_Q,0;
  45. // 2-1 Jobs ------------------------------
  46. set ASSIN_Q,0; set ASSIN_Q2,0;
  47. set BSMITH_Q,0; set BSMITH_Q2,0;
  48. set HNTR_Q,0; set HNTR_Q2,0;
  49. set KNIGHT_Q,0; set KNIGHT_Q2,0;
  50. set PRIEST_Q,0; set PRIEST_Q2,0; set PRIEST_Q3,0;
  51. set WIZ_Q,0; set WIZ_Q2,0;
  52. // 2-2 Jobs ------------------------------
  53. set ROGUE_Q,0; set ROGUE_Q2,0;
  54. set ALCH_Q,0; set ALCH_Q2,0;
  55. set CRUS_Q,0;
  56. set MONK_Q,0; set JOB_MONK_C,0;
  57. set SAGE_Q,0; set SAGE_Q2,0;
  58. set DANC_Q,0;
  59. set BARD_Q,0;
  60. // Extended Classes
  61. set TAEK_Q,0;
  62. set STGL_Q,0;
  63. set SOUL_Q,0;
  64. set GUNS_Q,0;
  65. return;
  66. }
  67. function script F_ClearGarbage {
  68. // Clear outdated global VARS
  69. if(dtseligible == 2) set MISC_QUEST,MISC_QUEST|128;
  70. if(dtseligible == 3) set dtseligible,0;
  71. if($talk) set $talk,0;
  72. if($dtsglobalelig) set $dtsglobalelig,0;
  73. if($dts&(1<<6)) set $dts,$dts&~(1<<6);
  74. if(MARIANNE) {set MISC_QUEST,MISC_QUEST | 1; set MARIANNE,0;}
  75. set MEAT,0; set MORRISON,0;
  76. set BUNYBND,0; set TEMPESTRA,0;
  77. set sewer_prt,0; set iz_move_alberta,0;
  78. if(nif_q_done) {set nif_q_done,0; set MISC_QUEST,MISC_QUEST | 64;}
  79. if(MORGEN >= 2) {set MISC_QUEST,MISC_QUEST | 4; set MORGEN,0;}
  80. set nif_t,0;
  81. set QSK1,0; set QSK2,0; set QSK3,0; set QSK4,0;
  82. return;
  83. }
  84. //////////////////////////////////////////////////////////////////////////////////
  85. // Used in REBIRTH scripts
  86. // Class = Internal Class ID
  87. // BaseJob = Base Job (0..23)
  88. // Upper : 0 - Default, 1 - Advanced, 2 - Baby
  89. //////////////////////////////////////////////////////////////////////////////////
  90. function script Job_Change {
  91. if (Upper<2)
  92. jobchange getarg(0); // Common jobchange
  93. else
  94. jobchange getarg(0) + Job_Baby; //Change Job For Baby Class
  95. return;
  96. }
  97. //////////////////////////////////////////////////////////////////////////////////
  98. // FOT BACKWISE COMPATIBILITY: Functions used to check a players job class
  99. // HOW TO USE:
  100. // i.e. We need all holy classes but monks
  101. // if ( callfunc("Is_Holy_Class") && callfunc("Is_Monk")==0 ) goto L_Start;
  102. //////////////////////////////////////////////////////////////////////////////////
  103. //////////////////////////////////////////////////////////////////////////////////
  104. // returns 1 if the player is either Aco,Monk,Priest,Aco High,High Priest,
  105. // Champion, 0 otherwise
  106. //////////////////////////////////////////////////////////////////////////////////
  107. function script Is_Holy_Class {
  108. return ( BaseJob==Job_Acolyte || BaseJob==Job_Priest || BaseJob==Job_Monk );
  109. }
  110. //////////////////////////////////////////////////////////////////////////////////
  111. // returns 1 if the player is either Archer,Hunter,Bard,Dancer,Archer High,Sniper,
  112. // Clown,Gypsy, 0 otherwise
  113. //////////////////////////////////////////////////////////////////////////////////
  114. function script Is_Bow_Class {
  115. return ( BaseJob==Job_Archer || BaseJob==Job_Hunter || BaseJob==Job_Bard || BaseJob==Job_Dancer );
  116. }
  117. //////////////////////////////////////////////////////////////////////////////////
  118. // returns 1 if the player is either Mage,Wizard,Sage,Mage High,High Wizard,
  119. // Professor, 0 otherwise
  120. //////////////////////////////////////////////////////////////////////////////////
  121. function script Is_Magic_Class {
  122. return ( BaseJob==Job_Mage || BaseJob==Job_Wizard || BaseJob==Job_Sage );
  123. }
  124. //////////////////////////////////////////////////////////////////////////////////
  125. // returns 1 if the player is either Merc,Blacksmith,Alchemist,Merc High,
  126. // Whitesmith,Creator, 0 otherwise
  127. //////////////////////////////////////////////////////////////////////////////////
  128. function script Is_Merc_Class {
  129. return ( BaseJob==Job_Merchant || BaseJob==Job_Blacksmith || BaseJob==Job_Alchem );
  130. }
  131. //////////////////////////////////////////////////////////////////////////////////
  132. // returns 1 if the player is either Thief,Assassin,Rogue,Thief High, Assassin Cross
  133. // Stalker, 0 otherwise
  134. //////////////////////////////////////////////////////////////////////////////////
  135. function script Is_Thief_Class {
  136. return ( BaseJob==Job_Thief || BaseJob==Job_Assassin || BaseJob==Job_Rogue );
  137. }
  138. //////////////////////////////////////////////////////////////////////////////////
  139. // returns 1 if the player is either Swordy,Knight,Crusader,Swordy High,
  140. // Lord Knight,Paladin, 0 otherwise
  141. //////////////////////////////////////////////////////////////////////////////////
  142. function script Is_Sword_Class {
  143. return ( BaseJob==Job_Swordman || BaseJob==Job_Knight || BaseJob==Job_Knight2 || BaseJob==Job_Crusader || BaseJob==Job_Crusader2 );
  144. }
  145. //////////////////////////////////////////////////////////////////////////////////
  146. // returns 1 if the player is either Taekwon, Star Gladiator,Soul Linker, 0 otherwise
  147. // these classes can't be adopted nor reborn ()
  148. //////////////////////////////////////////////////////////////////////////////////
  149. function script Is_Taekwon_Class {
  150. return ( Class==Job_Taekwon || Class==Job_Star_Gladiator || Class==Job_Star_Gladiator2 || Class==Job_Soul_Linker );
  151. }
  152. //////////////////////////////////////////////////////////////////////////////////
  153. // Functions used to spiff up dialoges [Lupus]
  154. //////////////////////////////////////////////////////////////////////////////////
  155. //////////////////////////////////////////////////////////////////////////////////
  156. // *** Function "F_RandMes"
  157. //////////////////////////////////////////////////////////////////////////////////
  158. //returns random string
  159. // Example: check F_Bye or F_Hi functions
  160. // READ AND THINK: You can use it to pick a random number form list:
  161. // set @itemIDfromList, callfunc("F_RandMes",8,1129,1222,1163,1357,1360,1522,1811,1410);
  162. function script F_RandMes {
  163. return getarg(rand(1,getarg(0)));
  164. }
  165. //////////////////////////////////////////////////////////////////////////////////
  166. // *** Function "F_Sex"
  167. //////////////////////////////////////////////////////////////////////////////////
  168. //returns 1st string if female, 2nd string otherwise
  169. // Example: mes callfunc("F_Sex","What a beautiful lady!","What a handsom man!");
  170. function script F_SexMes {
  171. return getarg(Sex);
  172. }
  173. //////////////////////////////////////////////////////////////////////////////////
  174. // *** Function "F_Hi"
  175. //////////////////////////////////////////////////////////////////////////////////
  176. //returns random HELLO message
  177. function script F_Hi {
  178. return callfunc("F_RandMes",5,"Hi!","Hello!","Good day!","How are you?","Hello there.");
  179. }
  180. //////////////////////////////////////////////////////////////////////////////////
  181. // *** Function "F_Bye"
  182. //////////////////////////////////////////////////////////////////////////////////
  183. //returns random BYE message
  184. function script F_Bye {
  185. return callfunc("F_RandMes",6,"Bye. See you again.","Later.","Goodbye.","Good luck!","Have a nice day!","Byebye!!!");
  186. }
  187. //////////////////////////////////////////////////////////////////////////////////
  188. // *** Function "F_ItemName"
  189. //////////////////////////////////////////////////////////////////////////////////
  190. // Returns expanded item name string
  191. //Argumentss
  192. // 0 - Item ID
  193. // 1 - Element N (0=none,1=Ice,2=Earth,3=Fire,4=Wind)
  194. // 2 - VVS meter 0..3
  195. // 3 - Refine
  196. // Example: mes "Show me your "+callfunc("F_ItemName",1201,1,2,5)+"...";
  197. // is equal to: mes "Show me your ^000090 +5 VVS Fire Knife ^000000..."
  198. function script F_ItemName {
  199. set @t$,"^000090";
  200. if(getarg(3)) set @t$,@t$+"+"+getarg(3)+" ";
  201. if(getarg(2)==1) set @t$,@t$+"VS ";
  202. if(getarg(2)==2) set @t$,@t$+"VVS ";
  203. if(getarg(2)==3) set @t$,@t$+"VVVS ";
  204. if(getarg(2)>3) set @t$,@t$+getarg(2)+"xVS ";
  205. if(getarg(1)==1) set @t$,@t$+"Ice ";
  206. if(getarg(1)==2) set @t$,@t$+"Earth ";
  207. if(getarg(1)==3) set @t$,@t$+"Fire ";
  208. if(getarg(1)==4) set @t$,@t$+"Wind ";
  209. if(getarg(1)>4) set @t$,@t$+"Strange ";
  210. return @t$+getitemname(getarg(0))+"^000000";
  211. }
  212. //////////////////////////////////////////////////////////////////////////////////
  213. // *** Function "getJobName" //
  214. // [Usage] : callfunc("getJobName",Class); //
  215. //////////////////////////////////////////////////////////////////////////////////
  216. function script getJobName {
  217. switch(getarg(0)){
  218. case Job_Novice:
  219. return "Novice";
  220. case Job_Swordman:
  221. return "Swordman";
  222. case Job_Mage:
  223. return "Magician";
  224. case Job_Archer:
  225. return "Archer";
  226. case Job_Acolyte:
  227. return "Acolyte";
  228. case Job_Merchant:
  229. return "Merchant";
  230. case Job_Thief:
  231. return "Thief";
  232. case Job_Knight:
  233. case Job_Knight2:
  234. return "Knight";
  235. case Job_Priest:
  236. return "Priest";
  237. case Job_Wizard:
  238. return "Wizard";
  239. case Job_Blacksmith:
  240. return "Blacksmith";
  241. case Job_Hunter:
  242. return "Hunter";
  243. case Job_Assassin:
  244. return "Assassin";
  245. case Job_Crusader:
  246. case Job_Crusader2:
  247. return "Crusader";
  248. case Job_Monk:
  249. return "Monk";
  250. case Job_Sage:
  251. return "Sage";
  252. case Job_Rogue:
  253. return "Rogue";
  254. case Job_Alchem:
  255. return "Alchemist";
  256. case Job_Bard:
  257. return "Bard";
  258. case Job_Dancer:
  259. return "Dancer";
  260. case Job_SuperNovice:
  261. return "Super Novice";
  262. case Job_Gunslinger:
  263. return "Gunsligner";
  264. case Job_Ninja:
  265. return "Ninja";
  266. case Job_Xmas:
  267. return "Xmas";
  268. case Job_Novice_High:
  269. return "Novice High";
  270. case Job_Swordman_High:
  271. return "Swordman High";
  272. case Job_Mage_High:
  273. return "Magician High";
  274. case Job_Archer_High:
  275. return "Archer High";
  276. case Job_Acolyte_High:
  277. return "Acolyte High";
  278. case Job_Merchant_High:
  279. return "Merchant High";
  280. case Job_Thief_High:
  281. return "Thief High";
  282. case Job_Lord_Knight:
  283. case Job_Lord_Knight2:
  284. return "Lord Knight";
  285. case Job_High_Priest:
  286. return "High Priest";
  287. case Job_High_Wizard:
  288. return "High Wizard";
  289. case Job_Whitesmith:
  290. return "Whitesmith";
  291. case Job_Sniper:
  292. return "Sniper";
  293. case Job_Assassin_Cross:
  294. return "Assassin Cross";
  295. case Job_Paladin:
  296. case Job_Paladin2:
  297. return "Paladin";
  298. case Job_Champion:
  299. return "Champion";
  300. case Job_Professor:
  301. return "Professor";
  302. case Job_Stalker:
  303. return "Stalker";
  304. case Job_Creator:
  305. return "Creator";
  306. case Job_Clown:
  307. return "Clown";
  308. case Job_Gypsy:
  309. return "Gypsy";
  310. case Job_Baby:
  311. return "Baby";
  312. case Job_Baby_Swordman:
  313. return "Baby Swordman";
  314. case Job_Baby_Mage:
  315. return "Baby Magician";
  316. case Job_Baby_Archer:
  317. return "Baby Archer";
  318. case Job_Baby_Acolyte:
  319. return "Baby Acolyte";
  320. case Job_Baby_Merchant:
  321. return "Baby Merchant";
  322. case Job_Baby_Thief:
  323. return "Baby Thief";
  324. case Job_Baby_Knight:
  325. case Job_Baby_Knight2:
  326. return "Baby Knight";
  327. case Job_Baby_Priest:
  328. return "Baby Priest";
  329. case Job_Baby_Wizard:
  330. return "Baby Wizard";
  331. case Job_Baby_Blacksmith:
  332. return "Baby Blacksmith";
  333. case Job_Baby_Hunter:
  334. return "Baby Hunter";
  335. case Job_Baby_Assassin:
  336. return "Baby Assassin";
  337. case Job_Baby_Crusader:
  338. case Job_Baby_Crusader2:
  339. return "Baby Crusader";
  340. case Job_Baby_Monk:
  341. return "Baby Monk";
  342. case Job_Baby_Sage:
  343. return "Baby Sage";
  344. case Job_Baby_Rogue:
  345. return "Baby Rogue";
  346. case Job_Baby_Alchem:
  347. return "Baby Alchemist";
  348. case Job_Baby_Bard:
  349. return "Baby Bard";
  350. case Job_Baby_Dancer:
  351. return "Baby Dancer";
  352. case Job_Super_Baby:
  353. return "Super Baby";
  354. case Job_Taekwon:
  355. if(Sex == 0)
  356. return "Taekwon Girl";
  357. else
  358. return "Taekwon Boy";
  359. case Job_Star_Gladiator:
  360. case Job_Star_Gladiator2:
  361. return "Star Gladiator";
  362. case Job_Soul_Linker:
  363. return "Soul Linker";
  364. case Job_Ninja:
  365. return "Ninja";
  366. case Job_Gunslinger:
  367. return "Gunslinger";
  368. case Job_Xmas:
  369. return "Christmas";
  370. case Option_Wedding:
  371. if(Sex == 0)
  372. return "Bride";
  373. else
  374. return "Bridegroom";
  375. default:
  376. return "omghaxor";
  377. }
  378. }
  379. //////////////////////////////////////////////////////////////////////////////////
  380. // *** Function "F_SaveQuestSkills": Store learnt quest skills
  381. //////////////////////////////////////////////////////////////////////////////////
  382. function script F_SaveQuestSkills {
  383. set ADV_QSK,0; set ADV_QSK2,0;
  384. //1st classes quest skills
  385. for(set @i, 0; @i < 14; set @i, @i + 1){
  386. if(getskilllv(144+@i)) set ADV_QSK,ADV_QSK|pow(2,@i);
  387. }
  388. //2nd classes quest skills
  389. for(set @i, 0; @i < 19; set @i, @i + 1){
  390. if(getskilllv(1001+@i)) set ADV_QSK2,ADV_QSK2|pow(2,@i);
  391. }
  392. return;
  393. }
  394. //////////////////////////////////////////////////////////////////////////////////
  395. // *** Function "F_Load1Skills": Restore learnt 1st class quest skills
  396. //////////////////////////////////////////////////////////////////////////////////
  397. function script F_Load1Skills {
  398. //1st classes quest skills
  399. for(set @i, 0; @i < 14; set @i, @i + 1){
  400. if(ADV_QSK|pow(2,@i) == ADV_QSK) skill 144+@i,1,0;
  401. }
  402. set ADV_QSK,0; //Clear var
  403. return;
  404. }
  405. //////////////////////////////////////////////////////////////////////////////////
  406. // *** Function "F_Load2Skills": Restore learnt 2nd class quest skills
  407. //////////////////////////////////////////////////////////////////////////////////
  408. function script F_Load2Skills {
  409. //2nd classes quest skills
  410. for(set @i, 0; @i < 19; set @i, @i + 1){
  411. if(ADV_QSK2|pow(2,@i) == ADV_QSK2) skill 1001+@i,1,0;
  412. }
  413. set ADV_QSK2,0; //Clear var
  414. return;
  415. }