Global_Functions.txt 27 KB

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  1. //===== rAthena Script =======================================
  2. //= Global Functions
  3. //===== Description: =========================================
  4. //= General script functions.
  5. //===== Additional Comments: =================================
  6. //= 1.0 Initial script. [Lupus] [kobra_k88]
  7. //= Added F_ClearJobVar - on getting a new job it clears all Job Quest variables
  8. //= Removed individual job check functions as they were redundant [kobra_k88]
  9. //= 1.3 Added Job Change Function for Baby/Normal Classes
  10. //= 1.3b a fix, due to const.txt change [Lupus]
  11. //= 1.4 Added Is_Taekwon_Class: Taekwondo, Star Knight(Gladiator),Soul Linker [Lupus]
  12. //= 1.5 Added clear of Bard Quest variables. 1.5a updated [Lupus]
  13. //= 1.6 Added F_RandMes, F_SexMes, F_Hi, F_Bye functions [Lupus]
  14. //= Moved here useful function 'getJobName'
  15. //= 1.7 Added "F_ItemName" function, added a great sample for "F_ItemName"
  16. //= 1.8 Added Job Vars clear for Extended classes: TK,SL,SG [Lupus]
  17. //= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus]
  18. //= 1.91 Added "F_SaveQuestSkills","F_Load?Skills" functions [Lupus]
  19. //= 2.0 Fixed F_Save/LoadQuestSkills functions. Had to split in into 2 vars [Lupus]
  20. //= 2.01 Added $talk to F_ClearGarbage [Evera]
  21. //= 2.02 Added $dtsglobalelig and $dts|(1<<6) to F_ClearGarbage [Evera]
  22. //= 2.03 Added Gunslinger vars to F_ClearJobVar [Lupus]
  23. //= 2.04 Added dtseligible 2 (becomes MISC_QUEST|128) to F_ClearGarbage [Evera]
  24. //= 2.05 Book of Devil -> MISC_QUEST|256, clear other Niflheim garbage vars [Lupus]
  25. //= +more garbage clean
  26. //= 2.06 Pass to Bio-Lab -> MISC_QUEST|512 [Lupus]
  27. //= 2.07 Added TK_Q variable clear. 2.08 Added NINJ_Q variable clear [Lupus]
  28. //= 2.09 Cleared F_ClearGarbage [Lupus]
  29. //= 2.10 Added F_CheckMaxCount to check count of carrid items. [L0ne_w0lf]
  30. //= 2.10a Removed function F_CheckMaxCount. Not needed. [L0ne_W0lf]
  31. //= 2.11 Updated function Job_Change to jobchange based on Upper value. [Paradox924X]
  32. //= 2.12 Added more unused vars to F_ClearGarbage [Lupus]
  33. //= 2.13 Added more unused vars to F_ClearGarbage [Lupus]
  34. //= 2.14 Added old novice variables to F_ClearGarbage. [L0ne_W0lf]
  35. //= 2.15 Added no unused DTS variables to F_ClearGarbage. [L0ne_W0lf]
  36. //= 2.16 Added F_GetWeaponType, and F_GetArmorType. [L0ne_W0lf]
  37. //= 2.17 Renamed 'F_RandMes' to 'F_Rand'. [Euphy]
  38. //= 2.18 Removed useless 'getJobName' function. [Euphy]
  39. //= 2.2 Added "F_GetPlural", "F_InsertPlural", "F_InsertArticle", "F_InsertComma", "F_GetNumSuffix". [Euphy]
  40. //= Standardized descriptions, updated 'F_GetArmorType'.
  41. //= 2.21 Added format string to "F_InsertPlural" and more checks to "F_GetPlural". [Euphy]
  42. //= 2.22 Further improvements to "F_GetPlural". [Euphy]
  43. //= 2.23 Completed article function and added "F_GetArticle". [Euphy]
  44. //= 2.24 Added functions to check for equipment swap hacks. [Euphy]
  45. //= 2.25 Added "F_CanOpenStorage" and "F_CanChangeJob". [secretdataz]
  46. //= 2.26 Added "F_getpositionname". [Capuche]
  47. //= 2.27 Added "F_GetPlatinumSkills". [mazvi]
  48. //= 2.28 Added "close3". [Capuche]
  49. //============================================================
  50. //////////////////////////////////////////////////////////////////////////////////
  51. // Clears job quest variables.
  52. // -- callfunc "F_ClearJobVar"
  53. //////////////////////////////////////////////////////////////////////////////////
  54. function script F_ClearJobVar {
  55. // Misc ---------------------------------
  56. set JBLVL,0;
  57. set FIRSTAID,0;
  58. set PLAYDEAD,0;
  59. set got_bandage,0;
  60. set got_novnametag,0;
  61. // First Class Jobs ---------------------
  62. set job_acolyte_q,0; set job_acolyte_q2,0;
  63. set job_archer_q,0;
  64. set job_magician_q,0;
  65. set job_merchant_q,0; set job_merchant_q2,0; set job_merchant_q3,0;
  66. set job_sword_q,0; set SWTEST, 0;
  67. set job_thief_q,0;
  68. // Super Novice
  69. set SUPNOV_Q,0;
  70. // 2-1 Jobs ------------------------------
  71. set ASSIN_Q,0; set ASSIN_Q2,0; set ASSIN_Q3,0;
  72. set BSMITH_Q,0; set BSMITH_Q2,0;
  73. set HNTR_Q,0; set HNTR_Q2,0;
  74. set KNIGHT_Q,0; set KNIGHT_Q2,0;
  75. set PRIEST_Q,0; set PRIEST_Q2,0; set PRIEST_Q3,0;
  76. set WIZ_Q,0; set WIZ_Q2,0;
  77. // 2-2 Jobs ------------------------------
  78. set ROGUE_Q,0; set ROGUE_Q2,0;
  79. set ALCH_Q,0; set ALCH_Q2,0;
  80. set CRUS_Q,0;
  81. set MONK_Q,0; set JOB_MONK_C,0;
  82. set SAGE_Q,0; set SAGE_Q2,0;
  83. set DANC_Q,0;
  84. set BARD_Q,0;
  85. // Extended Classes
  86. set TAEK_Q,0; set TK_Q,0;
  87. set STGL_Q,0;
  88. set SOUL_Q,0;
  89. set GUNS_Q,0;
  90. set NINJ_Q,0;
  91. return;
  92. }
  93. //////////////////////////////////////////////////////////////////////////////////
  94. // Clears other unused variables.
  95. // -- callfunc "F_ClearGarbage"
  96. //////////////////////////////////////////////////////////////////////////////////
  97. function script F_ClearGarbage {
  98. // Clear outdated global VARS
  99. //Clear TURTLE var if the Turtle Islans Quest is already done
  100. if(TURTLE==20) set MISC_QUEST,MISC_QUEST | 65536;
  101. if(MISC_QUEST & 65536) set TURTLE,0; //now clear the var if the quest is over
  102. //Clear previously saved Quest Skills (now it isn't used)
  103. set ADV_QSK,0;
  104. set ADV_QSK2,0;
  105. //Old Reset Skill Event used to use RES_SKILL var
  106. set RES_SKILL,0;
  107. //Here you put outdated variables from your outdated EVENTS
  108. //e.g. Is XMAS done? Add the EVENT var clearing code here.
  109. //due to bugs in BS quest:
  110. set wizard_m2,0;
  111. // Old Novice Ground Variables.
  112. set NEW_MES_FLAG0,0;
  113. set NEW_MES_FLAG1,0;
  114. set NEW_MES_FLAG2,0;
  115. set NEW_MES_FLAG3,0;
  116. set NEW_MES_FLAG4,0;
  117. set NEW_MES_FLAG5,0;
  118. set NEW_LVUP0,0;
  119. set NEW_LVUP1,0;
  120. set NEW_JOBLVUP,0;
  121. // Old DTS variables that are no longer used.
  122. set dtseligible,0;
  123. set MISC_QUEST,MISC_QUEST & ~128;
  124. return;
  125. }
  126. //////////////////////////////////////////////////////////////////////////////////
  127. // Job change based on Upper value (normal, advanced, baby).
  128. // -- callfunc "Job_Change",<Class value>;
  129. // See Job_* constants in 'db/const.txt' for Class values.
  130. //////////////////////////////////////////////////////////////////////////////////
  131. function script Job_Change {
  132. jobchange getarg(0),Upper;
  133. // logmes "CLASS CHANGE: " +strcharinfo(0)+ " become a "+jobname(Class);
  134. return;
  135. }
  136. //////////////////////////////////////////////////////////////////////////////////
  137. // Functions used to spiff up dialoges [Lupus]
  138. //////////////////////////////////////////////////////////////////////////////////
  139. //////////////////////////////////////////////////////////////////////////////////
  140. // Returns a random argument.
  141. // -- callfunc "F_Rand",arg0,arg1,...
  142. // Example:
  143. // // You can use it to pick a random number from a list:
  144. // set @itemIDfromList, callfunc("F_Rand",1129,1222,1163,1357,1360,1522,1811,1410);
  145. //////////////////////////////////////////////////////////////////////////////////
  146. function script F_Rand {
  147. return getarg(rand(getargcount()));
  148. }
  149. //////////////////////////////////////////////////////////////////////////////////
  150. // Returns 1st argument if female, 2nd argument if male.
  151. // -- callfunc "F_SexMes",argFemale,argMale
  152. // Example:
  153. // mes callfunc("F_SexMes","What a beautiful lady!","What a handsome man!");
  154. //////////////////////////////////////////////////////////////////////////////////
  155. function script F_SexMes {
  156. return getarg(Sex);
  157. }
  158. //////////////////////////////////////////////////////////////////////////////////
  159. // Returns random "hello" and "goodbye" messages.
  160. // -- callfunc "F_Hi"
  161. // -- callfunc "F_Bye"
  162. //////////////////////////////////////////////////////////////////////////////////
  163. function script F_Hi {
  164. return callfunc("F_Rand","Hi!","Hello!","Good day!","How are you?","Hello there.");
  165. }
  166. function script F_Bye {
  167. return callfunc("F_Rand","Bye. See you again.","Later.","Goodbye.","Good luck!","Have a nice day!","Byebye!!!");
  168. }
  169. //////////////////////////////////////////////////////////////////////////////////
  170. // Returns expanded item name string.
  171. // -- callfunc "F_ItemName",<item ID>,{<element>{,<VVS meter 0..3>{,<refine rate>}}}
  172. // Elements: 0=none, 1=Ice, 2=Earth, 3=Fire, 4=Wind
  173. // Example:
  174. // // Displays "Show me your ^000090+5 VVS Fire Knife^000000..."
  175. // mes "Show me your "+callfunc("F_ItemName",1201,1,2,5)+"...";
  176. //////////////////////////////////////////////////////////////////////////////////
  177. function script F_ItemName {
  178. if (getarg(3,0))
  179. set .@t$,"+"+getarg(3)+" ";
  180. switch (getarg(2,0)) {
  181. case 0: break;
  182. case 1: set .@t$,.@t$+"VS "; break;
  183. case 2: set .@t$,.@t$+"VVS "; break;
  184. case 3: set .@t$,.@t$+"VVVS "; break;
  185. default: set .@t$,.@t$+getarg(2)+"xVS "; break;
  186. }
  187. switch (getarg(1,0)) {
  188. case 0: break;
  189. case 1: set .@t$,.@t$+"Ice "; break;
  190. case 2: set .@t$,.@t$+"Earth "; break;
  191. case 3: set .@t$,.@t$+"Fire "; break;
  192. case 4: set .@t$,.@t$+"Wind "; break;
  193. default: set .@t$,.@t$+"Strange "; break;
  194. }
  195. return "^000090"+.@t$+getitemname(getarg(0))+"^000000";
  196. }
  197. //////////////////////////////////////////////////////////////////////////////////
  198. // Stores learnt quest skills as variables ADV_QSK and ADV_QSK2.
  199. // -- callfunc "F_SaveQuestSkills"
  200. //
  201. // Restores learnt 1st class quest skills.
  202. // -- callfunc "F_Load1Skills"
  203. //
  204. // Restores learnt 2nd class quest skills.
  205. // -- callfunc "F_Load2Skills"
  206. //////////////////////////////////////////////////////////////////////////////////
  207. function script F_SaveQuestSkills {
  208. set ADV_QSK,0; set ADV_QSK2,0;
  209. //1st classes quest skills
  210. for(set .@i, 0; .@i < 14; set .@i, .@i + 1){
  211. if(getskilllv(144+.@i)) set ADV_QSK,ADV_QSK|pow(2,.@i);
  212. }
  213. //2nd classes quest skills
  214. for(set .@i, 0; .@i < 19; set .@i, .@i + 1){
  215. if(getskilllv(1001+.@i)) set ADV_QSK2,ADV_QSK2|pow(2,.@i);
  216. }
  217. return;
  218. }
  219. function script F_Load1Skills {
  220. for(set .@i, 0; .@i < 14; set .@i, .@i + 1){
  221. if(ADV_QSK|pow(2,.@i) == ADV_QSK) skill 144+.@i,1,0;
  222. }
  223. set ADV_QSK,0; //Clear var
  224. return;
  225. }
  226. function script F_Load2Skills {
  227. for(set .@i, 0; .@i < 19; set .@i, .@i + 1){
  228. if(ADV_QSK2|pow(2,.@i) == ADV_QSK2) skill 1001+.@i,1,0;
  229. }
  230. set ADV_QSK2,0; //Clear var
  231. return;
  232. }
  233. //////////////////////////////////////////////////////////////////////////////////
  234. // Returns weapon type, based on view.
  235. // -- callfunc "F_GetWeaponType",<weapon ID>
  236. //
  237. // Returns equipment type, based on equip location.
  238. // -- callfunc "F_GetArmorType",<item ID>
  239. //////////////////////////////////////////////////////////////////////////////////
  240. function script F_GetWeaponType {
  241. switch(getiteminfo(getarg(0), ITEMINFO_VIEW)) {
  242. case 1: return "Dagger"; break;
  243. case 2: return "One-handed Sword"; break;
  244. case 3: return "Two-handed Sword"; break;
  245. case 4: return "One-handed Spear"; break;
  246. case 5: return "Two-handed Spear"; break;
  247. case 6: return "One-handed Axe"; break;
  248. case 7: return "Two-handed Axe"; break;
  249. case 8: return "Mace"; break;
  250. //case 9: return "Unused"; break;
  251. case 10: return "Staff"; break;
  252. case 11: return "Bow"; break;
  253. case 12: return "Knuckle"; break;
  254. case 13: return "Instrument"; break;
  255. case 14: return "Whip"; break;
  256. case 15: return "Book"; break;
  257. case 16: return "Katar"; break;
  258. case 17: return "Revolver"; break;
  259. case 18: return "Rifle"; break;
  260. case 19: return "Gatling gun"; break;
  261. case 20: return "Shotgun"; break;
  262. case 21: return "Grenade Launcher"; break;
  263. case 22: return "Shuriken"; break;
  264. default: return "Unknown Weapon"; break;
  265. }
  266. end;
  267. }
  268. function script F_GetArmorType {
  269. switch(getiteminfo(getarg(0), ITEMINFO_LOCATIONS)) {
  270. case EQP_HEAD_LOW:
  271. return "Lower Headgear";
  272. case EQP_HAND_R:
  273. return callfunc("F_GetWeaponType",getarg(0));
  274. case EQP_GARMENT:
  275. return "Garment";
  276. case EQP_ACC_L:
  277. case EQP_ACC_R:
  278. case EQP_ACC_RL:
  279. return "Accessory";
  280. case EQP_ARMOR:
  281. return "Armor";
  282. case EQP_HAND_L:
  283. return "Shield";
  284. case EQP_SHOES:
  285. return "Shoes";
  286. case EQP_HEAD_TOP:
  287. return "Upper Headgear";
  288. case EQP_HEAD_MID:
  289. return "Middle Headgear";
  290. case EQP_COSTUME_HEAD_TOP:
  291. return "Costume Upper Headgear";
  292. case EQP_COSTUME_HEAD_MID:
  293. return "Costume Midle Headgear";
  294. case EQP_COSTUME_HEAD_LOW:
  295. return "Costume Lower Headgear";
  296. case EQP_COSTUME_GARMENT:
  297. return "Costume Garment";
  298. case EQP_AMMO:
  299. return "Ammo";
  300. case EQP_SHADOW_ARMOR:
  301. return "Shadow Armor";
  302. case EQP_SHADOW_WEAPON:
  303. return "Shadow Weapon";
  304. case EQP_SHADOW_SHIELD:
  305. return "Shadow Shield";
  306. case EQP_SHADOW_SHOES:
  307. return "Shadow Shoes";
  308. case EQP_SHADOW_ACC_R:
  309. case EQP_SHADOW_ACC_L:
  310. case EQP_SHADOW_ACC_RL:
  311. return "Shadow Accessory";
  312. default:
  313. return "Unknown Equip";
  314. }
  315. }
  316. //////////////////////////////////////////////////////////////////////////////////
  317. // Returns time remaining in a readable format.
  318. // The argument is subtracted from UNIX epoch time, or 'gettimetick(2)'.
  319. // -- callfunc "Time2Str",<tick in UNIX epoch time>
  320. // Example:
  321. // // Displays "Time left: 1 day, 1 hour, 8 minutes, 20 seconds"
  322. // set .@Timer, gettimetick(2) + 90500;
  323. // mes "Time left: " + callfunc("Time2Str",.@Timer);
  324. //////////////////////////////////////////////////////////////////////////////////
  325. function script Time2Str {
  326. set .@Time_Left, getarg(0) - gettimetick(2);
  327. set .@Days, .@Time_Left / 86400;
  328. set .@Time_Left, .@Time_Left - (.@Days * 86400);
  329. set .@Hours, .@Time_Left / 3600;
  330. set .@Time_Left, .@Time_Left - (.@Hours * 3600);
  331. set .@Minutes, .@Time_Left / 60;
  332. set .@Time_Left, .@Time_Left - (.@Minutes * 60);
  333. set .@Time$, "";
  334. if( .@Days > 1 )
  335. set .@Time$, .@Time$ + .@Days + " days, ";
  336. else if( .@Days > 0 )
  337. set .@Time$, .@Time$ + .@Days + " day, ";
  338. if( .@Hours > 1 )
  339. set .@Time$, .@Time$ + .@Hours + " hours, ";
  340. else if( .@Hours > 0 )
  341. set .@Time$, .@Time$ + .@Hours + " hour, ";
  342. if( .@Minutes > 1 )
  343. set .@Time$, .@Time$ + .@Minutes + " minutes, ";
  344. else if( .@Minutes > 0 )
  345. set .@Time$, .@Time$ + .@Minutes + " minute, ";
  346. if( .@Time_Left > 1 || .@Time_Left == 0 )
  347. set .@Time$, .@Time$ + .@Time_Left + " seconds";
  348. else if( .@Time_Left == 1 )
  349. set .@Time$, .@Time$ + .@Time_Left + " second";
  350. return .@Time$;
  351. }
  352. //////////////////////////////////////////////////////////////////////////////////
  353. // Checks if equipment has been swapped (i.e. via hacks).
  354. // The function checks the current equipment at a position against the supplied
  355. // values, and logs any mismatches.
  356. // Returns 0 if match, 1 if mismatch.
  357. // -- callfunc "F_IsEquipIDHack",<equip position>,<equip ID>
  358. // -- callfunc "F_IsEquipRefineHack",<equip position>,<refine>
  359. // -- callfunc "F_IsEquipCardHack",<equip position>,<card 0>,<card 1>,<card 2>,<card 3>
  360. //////////////////////////////////////////////////////////////////////////////////
  361. function script F_IsEquipIDHack {
  362. set .@id_chk, getequipid(getarg(0));
  363. set .@id, getarg(1);
  364. if (.@id != .@id_chk) {
  365. logmes "Hack: Tried to swap equip " + getitemname(.@id) + " for " + getitemname(.@id_chk) + ".";
  366. return 1;
  367. }
  368. return 0;
  369. }
  370. function script F_IsEquipRefineHack {
  371. set .@refine_chk, getequiprefinerycnt(getarg(0));
  372. set .@refine, getarg(1);
  373. if (.@refine != .@refine_chk) {
  374. logmes "Hack: Tried to swap equip with refine +" + .@refine + " for +" + .@refine_chk + ".";
  375. return 1;
  376. }
  377. return 0;
  378. }
  379. function script F_IsEquipCardHack {
  380. set .@pos, getarg(0);
  381. for (set .@i,0; .@i < 4; set .@i, .@i+1) {
  382. set .@card, getarg(.@i + 1);
  383. set .@card_chk, getequipcardid(.@pos, .@i);
  384. if (.@card != .@card_chk) {
  385. logmes "Hack: Tried to swap card " + getitemname(.@card) + " for " + getitemname(.@card_chk) + ".";
  386. return 1;
  387. }
  388. }
  389. return 0;
  390. }
  391. //////////////////////////////////////////////////////////////////////////////////
  392. // Functions for text manipulation [Euphy]
  393. //////////////////////////////////////////////////////////////////////////////////
  394. //////////////////////////////////////////////////////////////////////////////////
  395. // Returns the plural of a noun - works in most cases, but not for everything!
  396. // -- callfunc "F_GetPlural","<noun>"{,<0:normal/1:uppercase>}
  397. // Examples:
  398. // callfunc("F_GetPlural","dog") // returns "dogs"
  399. // callfunc("F_GetPlural","fox",1) // returns "FOXES"
  400. // callfunc("F_GetPlural","knife") // returns "knives"
  401. // callfunc("F_GetPlural","Piece of Cake") // returns "Pieces of Cake"
  402. //
  403. // Returns the plural of a noun if the given number is not 1.
  404. // -- callfunc "F_InsertPlural",<number>,"<noun>"{,<0:normal/1:uppercase>{,"<format string>"}}
  405. // Format string uses sprintf(), and MUST contain %d (arg0) and %s (arg1), in that order.
  406. // Examples:
  407. // callfunc("F_InsertPlural",1,"dog") // returns "1 dog"
  408. // callfunc("F_InsertPlural",3,"fox",1) // returns "3 FOXES"
  409. // // returns "^FF00005^000000 knives"
  410. // callfunc("F_InsertPlural",5,"knife",0,"^FF0000%d^000000 %s")
  411. //////////////////////////////////////////////////////////////////////////////////
  412. function script F_GetPlural {
  413. set .@str$, getarg(0);
  414. if (countstr(.@str$," ")) { // multiple words
  415. explode(.@tmp$,.@str$," ");
  416. set .@size, getarraysize(.@tmp$);
  417. // if format is "... of|in|on ...", pluralize preceding word; else pluralize last word
  418. if (compare(.@str$," of ") || compare(.@str$," in ") || compare(.@str$," on ")) {
  419. for (set .@i,1; .@i<.@size; set .@i,.@i+1) {
  420. if (getstrlen(.@tmp$[.@i]) == 2 && compare("of|in|on",.@tmp$[.@i]))
  421. break;
  422. set .@index, .@index + 1;
  423. }
  424. } else
  425. set .@index, .@size - 1;
  426. set .@str$, .@tmp$[.@index];
  427. set .@tmp$[.@index],"%s";
  428. set .@format$, implode(.@tmp$," ");
  429. } else
  430. set .@format$, "%s";
  431. set .@strlen, getstrlen(.@str$);
  432. if (.@strlen < 3) // prevent errors
  433. return ((getarg(1,0)) ? strtoupper(sprintf(.@format$,.@str$)) : sprintf(.@format$,.@str$));
  434. setarray .@suffix$[0], charat(.@str$,.@strlen - 1), substr(.@str$,.@strlen - 2,.@strlen - 1);
  435. if (!compare("abcdefghijklmnopqrstuvwxyz",.@suffix$[0])) { // last character is not a letter
  436. set .@result$, .@str$;
  437. }
  438. // common exceptions --> singular form == plural form
  439. else if (compare("fish|glasses|sunglasses|clothes|boots|shoes|greaves|sandals|wings|ears",.@str$)) {
  440. set .@result$, .@str$;
  441. }
  442. // ends in -s, -x, -z, -ch, -sh --> add -es
  443. else if (.@suffix$[0] == "s" || .@suffix$[0] == "x" || .@suffix$[0] == "z" ||
  444. .@suffix$[1] == "ch" || .@suffix$[1] == "sh") {
  445. set .@result$, .@str$ + "es";
  446. }
  447. // ends in -f, -fe --> remove -f, -fe --> add -ves
  448. else if ((.@suffix$[0] == "f" || .@suffix$[1] == "fe") && .@suffix$[1] != "ff") {
  449. if (compare("belief|cliff|chief|dwarf|grief|gulf|proof|roof",.@str$))
  450. set .@result$, .@str$ + "s"; // exceptions --> add -s
  451. else
  452. set .@result$, substr(.@str$,0,.@strlen - 2 - (.@suffix$[1] == "fe")) + "ves";
  453. }
  454. // ends in consonant + -y --> remove -y --> add -ies
  455. else if (.@suffix$[0] == "y" && !compare("aeiou",charat(.@suffix$[1],0))) {
  456. set .@result$, delchar(.@str$,.@strlen - 1) + "ies";
  457. }
  458. // ends in -o --> exceptions --> add -es
  459. else if (.@suffix$[0] == "o" &&
  460. compare("buffalo|domino|echo|grotto|halo|hero|mango|mosquito|potato|tomato|tornado|torpedo|veto|volcano",.@str$)) {
  461. set .@result$, .@str$ + "es";
  462. }
  463. // default --> add -s
  464. else {
  465. set .@result$, .@str$ + "s";
  466. }
  467. return ((getarg(1,0)) ? strtoupper(sprintf(.@format$,.@result$)) : sprintf(.@format$,.@result$));
  468. }
  469. function script F_InsertPlural {
  470. return sprintf(getarg(3,"%d %s"), getarg(0), ((getarg(0) == 1) ? getarg(1) : callfunc("F_GetPlural",getarg(1),getarg(2,0))));
  471. }
  472. //////////////////////////////////////////////////////////////////////////////////
  473. // Returns 'a' or 'an' based on a word.
  474. // -- callfunc "F_GetArticle","<noun>";
  475. // Examples:
  476. // callfunc("F_GetArticle","Apple") // returns "an"
  477. // callfunc("F_GetArticle","dog") // returns "a"
  478. //
  479. // Returns 'a' or 'an' based on a word, followed by the word.
  480. // -- callfunc "F_InsertArticle","<word>"{,<0:lowercase a/1:uppercase A>}
  481. // Examples:
  482. // callfunc("F_InsertArticle","Apple") // returns "an Apple"
  483. // callfunc("F_InsertArticle","dog",1) // returns "A dog"
  484. //////////////////////////////////////////////////////////////////////////////////
  485. function script F_GetArticle {
  486. set .@str$, strtolower(getarg(0));
  487. // not a word
  488. if (!charisalpha(.@str$,0))
  489. return "a";
  490. // 1-letter words
  491. if (getstrlen(.@str$) == 1) {
  492. if (strpos("aefhilmnorsx",.@str$) > -1)
  493. return "an";
  494. else
  495. return "a";
  496. }
  497. // special cases
  498. if (preg_match("(euler|hour(?!i)|heir|honest|hono)",.@str$))
  499. return "an";
  500. // consonants
  501. if (preg_match("^[^aeiouy]",.@str$))
  502. return "a";
  503. // special vowel forms
  504. if (preg_match("^e[uw]",.@str$) || preg_match("^onc?e\b",.@str$) || preg_match("^uni([^nmd]|mo)",.@str$) || preg_match("^u[bcfhjkqrst][aeiou]",.@str$))
  505. return "a";
  506. if (preg_match("^ut[th]",.@str$))
  507. return "an";
  508. // special capitals (rare)
  509. //if (preg_match("^U[NK][AIEO]?",getarg(0)))
  510. // return "a";
  511. // vowels
  512. if (preg_match("^[aeiou]",.@str$))
  513. return "an";
  514. // y... (rare)
  515. //if (preg_match("^(y(b[lor]|cl[ea]|fere|gg|p[ios]|rou|tt))",.@str$))
  516. // return "an";
  517. return "a";
  518. }
  519. function script F_InsertArticle {
  520. set .@article$, callfunc("F_GetArticle",getarg(0));
  521. return sprintf("%s %s", ((getarg(1,0)) ? replacestr(.@article$,"a","A") : .@article$), getarg(0));
  522. }
  523. //////////////////////////////////////////////////////////////////////////////////
  524. // Returns a number with commas between every three digits.
  525. // -- callfunc "F_InsertComma",<number>
  526. // Examples:
  527. // callfunc("F_InsertComma",7777777) // returns "7,777,777"
  528. //////////////////////////////////////////////////////////////////////////////////
  529. function script F_InsertComma {
  530. set .@str$, getarg(0);
  531. for (set .@i,getstrlen(.@str$)-3; .@i>0; set .@i,.@i-3)
  532. set .@str$, insertchar(.@str$,",",.@i);
  533. return .@str$;
  534. }
  535. //////////////////////////////////////////////////////////////////////////////////
  536. // Returns a number with a '-st', '-nd', '-rd', or '-th' suffix.
  537. // -- callfunc "F_GetNumSuffix",<number>
  538. // Examples:
  539. // callfunc("F_GetNumSuffix",1) // returns "1st"
  540. // callfunc("F_GetNumSuffix",11) // returns "11th"
  541. // callfunc("F_GetNumSuffix",32) // returns "32nd"
  542. //////////////////////////////////////////////////////////////////////////////////
  543. function script F_GetNumSuffix {
  544. set .@n, getarg(0);
  545. set .@mod, .@n % 10;
  546. if (.@mod == 1 && .@n != 11) return .@n+"st";
  547. else if (.@mod == 2 && .@n != 12) return .@n+"nd";
  548. else if (.@mod == 3 && .@n != 13) return .@n+"rd";
  549. else return .@n+"th";
  550. }
  551. //////////////////////////////////////////////////////////////////////////////////
  552. // Indicate if attached player can open storage
  553. //////////////////////////////////////////////////////////////////////////////////
  554. function script F_CanOpenStorage {
  555. return (!basicskillcheck() || !(getskilllv("NV_BASIC") < 6 && getskilllv("SU_BASIC_SKILL") < 1));
  556. }
  557. //////////////////////////////////////////////////////////////////////////////////
  558. // Indicate if attached player can advance to class 1 by checking
  559. // basic skill level 9.
  560. //////////////////////////////////////////////////////////////////////////////////
  561. function script F_CanChangeJob {
  562. return (!basicskillcheck() || getskilllv("NV_BASIC") > 8);
  563. }
  564. //////////////////////////////////////////////////////////////////////////////////
  565. // Return the position name of the EQI_* equipment slot.
  566. //////////////////////////////////////////////////////////////////////////////////
  567. function script F_getpositionname {
  568. switch( getarg(0,999) ) {
  569. case EQI_ACC_L: return "Accessory 1";
  570. case EQI_ACC_R: return "Accessory 2";
  571. case EQI_SHOES: return "Shoes";
  572. case EQI_GARMENT: return "Robe";
  573. case EQI_HEAD_LOW: return "Head 3";
  574. case EQI_HEAD_MID: return "Head 2";
  575. case EQI_HEAD_TOP: return "Head";
  576. case EQI_ARMOR: return "Body";
  577. case EQI_HAND_L: return "Left hand";
  578. case EQI_HAND_R: return "Right hand";
  579. case EQI_COSTUME_HEAD_TOP: return "Upper Costume Headgear";
  580. case EQI_COSTUME_HEAD_MID: return "Middle Costume Headgear";
  581. case EQI_COSTUME_HEAD_LOW: return "Lower Costume Headgear";
  582. case EQI_COSTUME_GARMENT: return "Costume Garment";
  583. case EQI_AMMO: return "Arrow/Ammunition";
  584. case EQI_SHADOW_ARMOR: return "Shadow Armor";
  585. case EQI_SHADOW_WEAPON: return "Shadow Weapon";
  586. case EQI_SHADOW_SHIELD: return "Shadow Shield";
  587. case EQI_SHADOW_SHOES: return "Shadow Shoes";
  588. case EQI_SHADOW_ACC_R: return "Shadow Accessory 2";
  589. case EQI_SHADOW_ACC_L: return "Shadow Accessory 1";
  590. default:
  591. return "Unknown";
  592. }
  593. }
  594. //////////////////////////////////////////////////////////////////////////////////
  595. // Gives attached player their Platinum Skill based on their class.
  596. //////////////////////////////////////////////////////////////////////////////////
  597. function script F_GetPlatinumSkills {
  598. skill "NV_FIRSTAID",1,SKILL_PERM;
  599. switch (BaseClass) {
  600. case Job_Novice:
  601. if (Class != Job_Super_Novice)
  602. skill "NV_TRICKDEAD",1,SKILL_PERM;
  603. break;
  604. case Job_Swordman:
  605. skill "SM_MOVINGRECOVERY",1,SKILL_PERM;
  606. skill "SM_FATALBLOW",1,SKILL_PERM;
  607. skill "SM_AUTOBERSERK",1,SKILL_PERM;
  608. break;
  609. case Job_Mage:
  610. skill "MG_ENERGYCOAT",1,SKILL_PERM;
  611. break;
  612. case Job_Archer:
  613. skill "AC_MAKINGARROW",1,SKILL_PERM;
  614. skill "AC_CHARGEARROW",1,SKILL_PERM;
  615. break;
  616. case Job_Acolyte:
  617. skill "AL_HOLYLIGHT",1,SKILL_PERM;
  618. break;
  619. case Job_Merchant:
  620. skill "MC_CARTREVOLUTION",1,SKILL_PERM;
  621. skill "MC_CHANGECART",1,SKILL_PERM;
  622. skill "MC_LOUD",1,SKILL_PERM;
  623. if(PACKETVER >= 20150826)
  624. skill "MC_CARTDECORATE",1,SKILL_PERM;
  625. break;
  626. case Job_Thief:
  627. skill "TF_SPRINKLESAND",1,SKILL_PERM;
  628. skill "TF_BACKSLIDING",1,SKILL_PERM;
  629. skill "TF_PICKSTONE",1,SKILL_PERM;
  630. skill "TF_THROWSTONE",1,SKILL_PERM;
  631. break;
  632. default:
  633. break;
  634. }
  635. switch (BaseJob) {
  636. case Job_Knight:
  637. skill "KN_CHARGEATK",1,SKILL_PERM;
  638. break;
  639. case Job_Priest:
  640. skill "PR_REDEMPTIO",1,SKILL_PERM;
  641. break;
  642. case Job_Wizard:
  643. skill "WZ_SIGHTBLASTER",1,SKILL_PERM;
  644. break;
  645. case Job_Blacksmith:
  646. skill "BS_UNFAIRLYTRICK",1,SKILL_PERM;
  647. skill "BS_GREED",1,SKILL_PERM;
  648. break;
  649. case Job_Hunter:
  650. skill "HT_PHANTASMIC",1,SKILL_PERM;
  651. break;
  652. case Job_Assassin:
  653. skill "AS_SONICACCEL",1,SKILL_PERM;
  654. skill "AS_VENOMKNIFE",1,SKILL_PERM;
  655. break;
  656. case Job_Crusader:
  657. skill "CR_SHRINK",1,SKILL_PERM;
  658. break;
  659. case Job_Monk:
  660. skill "MO_KITRANSLATION",1,SKILL_PERM;
  661. skill "MO_BALKYOUNG",1,SKILL_PERM;
  662. break;
  663. case Job_Sage:
  664. skill "SA_CREATECON",1,SKILL_PERM;
  665. skill "SA_ELEMENTWATER",1,SKILL_PERM;
  666. skill "SA_ELEMENTGROUND",1,SKILL_PERM;
  667. skill "SA_ELEMENTFIRE",1,SKILL_PERM;
  668. skill "SA_ELEMENTWIND",1,SKILL_PERM;
  669. break;
  670. case Job_Rogue:
  671. skill "RG_CLOSECONFINE",1,SKILL_PERM;
  672. break;
  673. case Job_Alchemist:
  674. skill "AM_BIOETHICS",1,SKILL_PERM;
  675. break;
  676. case Job_Bard:
  677. skill "BA_PANGVOICE",1,SKILL_PERM;
  678. break;
  679. case Job_Dancer:
  680. skill "DC_WINKCHARM",1,SKILL_PERM;
  681. break;
  682. default:
  683. break;
  684. }
  685. return;
  686. }
  687. //////////////////////////////////////////////////////////////////////////////////
  688. // Shortcut : close button and clear cutin.
  689. //////////////////////////////////////////////////////////////////////////////////
  690. function script close3 {
  691. close2;
  692. cutin "",255;
  693. end;
  694. }
  695. //////////////////////////////////////////////////////////////////////////////////
  696. // Return true if the card is a charm (enchant card), false otherwise.
  697. //////////////////////////////////////////////////////////////////////////////////
  698. function script F_IsCharm {
  699. .@id = getarg(0);
  700. return ((.@id >= 4700 && .@id < 5000) || (.@id >= 29000 && .@id <= 29162));
  701. }