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. //= 2.0
  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 //= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus]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. //============================================================
  26. //////////////////////////////////////////////////////////////////////////////////
  27. // Function that clears job quest variables
  28. //////////////////////////////////////////////////////////////////////////////////
  29. function script F_ClearJobVar {
  30. // Misc ---------------------------------
  31. set JBLVL,0;
  32. // First Class Jobs ---------------------
  33. set job_acolyte_q,0; set job_acolyte_q2,0;
  34. set job_archer_q,0;
  35. set job_magician_q,0;
  36. set job_merchant_q,0; set job_merchant_q2,0; set job_merchant_q3,0;
  37. set job_sword_q,0; set job_sword_q2,0; set SWTEST, 0;
  38. set job_thief_q,0;
  39. // Super Novice
  40. set SUPNOV_Q,0;
  41. // 2-1 Jobs ------------------------------
  42. set ASSIN_Q,0; set ASSIN_Q2,0;
  43. set BSMITH_Q,0; set BSMITH_Q2,0;
  44. set HNTR_Q,0; set HNTR_Q2,0;
  45. set KNIGHT_Q,0; set KNIGHT_Q2,0;
  46. set PRIEST_Q,0; set PRIEST_Q2,0; set PRIEST_Q3,0;
  47. set WIZ_Q,0; set WIZ_Q2,0;
  48. // 2-2 Jobs ------------------------------
  49. set ROGUE_Q,0; set ROGUE_Q2,0;
  50. set ALCH_Q,0; set ALCH_Q2,0;
  51. set CRUS_Q,0;
  52. set MONK_Q,0; set JOB_MONK_C,0;
  53. set SAGE_Q,0; set SAGE_Q2,0;
  54. set DANC_Q,0;
  55. set BARD_Q,0;
  56. // Extended Classes
  57. set TAEK_Q,0;
  58. set STGL_Q,0;
  59. set SOUL_Q,0;
  60. return;
  61. }
  62. function script F_ClearGarbage {
  63. // Clear outdated global VARS
  64. if(MARIANNE) {set MISC_QUEST,MISC_QUEST | 1; set MARIANNE,0;}
  65. set MEAT,0; set MORRISON,0;
  66. set BUNYBND,0; set TEMPESTRA,0;
  67. set sewer_prt,0; set iz_move_alberta,0;
  68. if(nif_q_done) {set nif_q_done,0; set MISC_QUEST,MISC_QUEST | 64;}
  69. if(MORGEN >= 2) {set MISC_QUEST,MISC_QUEST | 4; set MORGEN,0;}
  70. set nif_t,0;
  71. set QSK1,0; set QSK2,0; set QSK3,0; set QSK4,0;
  72. return;
  73. }
  74. //////////////////////////////////////////////////////////////////////////////////
  75. // Used in REBIRTH scripts
  76. // Class = Internal Class ID
  77. // BaseJob = Base Job (0..23)
  78. // Upper : 0 - Default, 1 - Advanced, 2 - Baby
  79. //////////////////////////////////////////////////////////////////////////////////
  80. function script Job_Change {
  81. if (Upper<2)
  82. jobchange getarg(0); // Common jobchange
  83. else
  84. jobchange getarg(0) + Job_Baby; //Change Job For Baby Class
  85. return;
  86. }
  87. //////////////////////////////////////////////////////////////////////////////////
  88. // FOT BACKWISE COMPATIBILITY: Functions used to check a players job class
  89. // HOW TO USE:
  90. // i.e. We need all holy classes but monks
  91. // if ( callfunc("Is_Holy_Class") && callfunc("Is_Monk")==0 ) goto L_Start;
  92. //////////////////////////////////////////////////////////////////////////////////
  93. //////////////////////////////////////////////////////////////////////////////////
  94. // returns 1 if the player is either Aco,Monk,Priest,Aco High,High Priest,
  95. // Champion, 0 otherwise
  96. //////////////////////////////////////////////////////////////////////////////////
  97. function script Is_Holy_Class {
  98. return ( BaseJob==Job_Acolyte || BaseJob==Job_Priest || BaseJob==Job_Monk );
  99. }
  100. //////////////////////////////////////////////////////////////////////////////////
  101. // returns 1 if the player is either Archer,Hunter,Bard,Dancer,Archer High,Sniper,
  102. // Clown,Gypsy, 0 otherwise
  103. //////////////////////////////////////////////////////////////////////////////////
  104. function script Is_Bow_Class {
  105. return ( BaseJob==Job_Archer || BaseJob==Job_Hunter || BaseJob==Job_Bard || BaseJob==Job_Dancer );
  106. }
  107. //////////////////////////////////////////////////////////////////////////////////
  108. // returns 1 if the player is either Mage,Wizard,Sage,Mage High,High Wizard,
  109. // Professor, 0 otherwise
  110. //////////////////////////////////////////////////////////////////////////////////
  111. function script Is_Magic_Class {
  112. return ( BaseJob==Job_Mage || BaseJob==Job_Wizard || BaseJob==Job_Sage );
  113. }
  114. //////////////////////////////////////////////////////////////////////////////////
  115. // returns 1 if the player is either Merc,Blacksmith,Alchemist,Merc High,
  116. // Whitesmith,Creator, 0 otherwise
  117. //////////////////////////////////////////////////////////////////////////////////
  118. function script Is_Merc_Class {
  119. return ( BaseJob==Job_Merchant || BaseJob==Job_Blacksmith || BaseJob==Job_Alchem );
  120. }
  121. //////////////////////////////////////////////////////////////////////////////////
  122. // returns 1 if the player is either Thief,Assassin,Rogue,Thief High, Assassin Cross
  123. // Stalker, 0 otherwise
  124. //////////////////////////////////////////////////////////////////////////////////
  125. function script Is_Thief_Class {
  126. return ( BaseJob==Job_Thief || BaseJob==Job_Assassin || BaseJob==Job_Rogue );
  127. }
  128. //////////////////////////////////////////////////////////////////////////////////
  129. // returns 1 if the player is either Swordy,Knight,Crusader,Swordy High,
  130. // Lord Knight,Paladin, 0 otherwise
  131. //////////////////////////////////////////////////////////////////////////////////
  132. function script Is_Sword_Class {
  133. return ( BaseJob==Job_Swordman || BaseJob==Job_Knight || BaseJob==Job_Knight2 || BaseJob==Job_Crusader || BaseJob==Job_Crusader2 );
  134. }
  135. //////////////////////////////////////////////////////////////////////////////////
  136. // returns 1 if the player is either Taekwon, Star Gladiator,Soul Linker, 0 otherwise
  137. // these classes can't be adopted nor reborn ()
  138. //////////////////////////////////////////////////////////////////////////////////
  139. function script Is_Taekwon_Class {
  140. return ( Class==Job_Taekwon || Class==Job_Star_Gladiator || Class==Job_Star_Gladiator2 || Class==Job_Soul_Linker );
  141. }
  142. //////////////////////////////////////////////////////////////////////////////////
  143. // Functions used to spiff up dialoges [Lupus]
  144. //////////////////////////////////////////////////////////////////////////////////
  145. //////////////////////////////////////////////////////////////////////////////////
  146. // *** Function "F_RandMes"
  147. //////////////////////////////////////////////////////////////////////////////////
  148. //returns random string
  149. // Example: check F_Bye or F_Hi functions
  150. // READ AND THINK: You can use it to pick a random number form list:
  151. // set @itemIDfromList, callfunc("F_RandMes",8,1129,1222,1163,1357,1360,1522,1811,1410);
  152. function script F_RandMes {
  153. return getarg(rand(1,getarg(0)));
  154. }
  155. //////////////////////////////////////////////////////////////////////////////////
  156. // *** Function "F_Sex"
  157. //////////////////////////////////////////////////////////////////////////////////
  158. //returns 1st string if female, 2nd string otherwise
  159. // Example: mes callfunc("F_Sex","What a beautiful lady!","What a handsom man!");
  160. function script F_SexMes {
  161. return getarg(Sex);
  162. }
  163. //////////////////////////////////////////////////////////////////////////////////
  164. // *** Function "F_Hi"
  165. //////////////////////////////////////////////////////////////////////////////////
  166. //returns random HELLO message
  167. function script F_Hi {
  168. return callfunc("F_RandMes",5,"Hi!","Hello!","Good day!","How are you?","Hello there.");
  169. }
  170. //////////////////////////////////////////////////////////////////////////////////
  171. // *** Function "F_Bye"
  172. //////////////////////////////////////////////////////////////////////////////////
  173. //returns random BYE message
  174. function script F_Bye {
  175. return callfunc("F_RandMes",6,"Bye. See you again.","Later.","Goodbye.","Good luck!","Have a nice day!","Byebye!!!");
  176. }
  177. //////////////////////////////////////////////////////////////////////////////////
  178. // *** Function "F_ItemName"
  179. //////////////////////////////////////////////////////////////////////////////////
  180. // Returns expanded item name string
  181. //Argumentss
  182. // 0 - Item ID
  183. // 1 - Element N (0=none,1=Ice,2=Earth,3=Fire,4=Wind)
  184. // 2 - VVS meter 0..3
  185. // 3 - Refine
  186. // Example: mes "Show me your "+callfunc("F_ItemName",1201,1,2,5)+"...";
  187. // is equal to: mes "Show me your ^000090 +5 VVS Fire Knife ^000000..."
  188. function script F_ItemName {
  189. set @t$,"^000090";
  190. if(getarg(3)) set @t$,@t$+"+"+getarg(3)+" ";
  191. if(getarg(2)==1) set @t$,@t$+"VS ";
  192. if(getarg(2)==2) set @t$,@t$+"VVS ";
  193. if(getarg(2)==3) set @t$,@t$+"VVVS ";
  194. if(getarg(2)>3) set @t$,@t$+getarg(2)+"xVS ";
  195. if(getarg(1)==1) set @t$,@t$+"Ice ";
  196. if(getarg(1)==2) set @t$,@t$+"Earth ";
  197. if(getarg(1)==3) set @t$,@t$+"Fire ";
  198. if(getarg(1)==4) set @t$,@t$+"Wind ";
  199. if(getarg(1)>4) set @t$,@t$+"Strange ";
  200. return @t$+getitemname(getarg(0))+"^000000";
  201. }
  202. //////////////////////////////////////////////////////////////////////////////////
  203. // *** Function "getJobName" //
  204. // [Usage] : callfunc("getJobName",Class); //
  205. //////////////////////////////////////////////////////////////////////////////////
  206. function script getJobName {
  207. switch(getarg(0)){
  208. case Job_Novice:
  209. return "Novice";
  210. case Job_Swordman:
  211. return "Swordman";
  212. case Job_Mage:
  213. return "Magician";
  214. case Job_Archer:
  215. return "Archer";
  216. case Job_Acolyte:
  217. return "Acolyte";
  218. case Job_Merchant:
  219. return "Merchant";
  220. case Job_Thief:
  221. return "Thief";
  222. case Job_Knight:
  223. case Job_Knight2:
  224. return "Knight";
  225. case Job_Priest:
  226. return "Priest";
  227. case Job_Wizard:
  228. return "Wizard";
  229. case Job_Blacksmith:
  230. return "Blacksmith";
  231. case Job_Hunter:
  232. return "Hunter";
  233. case Job_Assassin:
  234. return "Assassin";
  235. case Job_Crusader:
  236. case Job_Crusader2:
  237. return "Crusader";
  238. case Job_Monk:
  239. return "Monk";
  240. case Job_Sage:
  241. return "Sage";
  242. case Job_Rogue:
  243. return "Rogue";
  244. case Job_Alchem:
  245. return "Alchemist";
  246. case Job_Bard:
  247. return "Bard";
  248. case Job_Dancer:
  249. return "Dancer";
  250. case Job_SuperNovice:
  251. return "Super Novice";
  252. case Job_Gunslinger:
  253. return "Gunsligner";
  254. case Job_Ninja:
  255. return "Ninja";
  256. case Job_Xmas:
  257. return "Xmas";
  258. case Job_Novice_High:
  259. return "Novice High";
  260. case Job_Swordman_High:
  261. return "Swordman High";
  262. case Job_Mage_High:
  263. return "Magician High";
  264. case Job_Archer_High:
  265. return "Archer High";
  266. case Job_Acolyte_High:
  267. return "Acolyte High";
  268. case Job_Merchant_High:
  269. return "Merchant High";
  270. case Job_Thief_High:
  271. return "Thief High";
  272. case Job_Lord_Knight:
  273. case Job_Lord_Knight2:
  274. return "Lord Knight";
  275. case Job_High_Priest:
  276. return "High Priest";
  277. case Job_High_Wizard:
  278. return "High Wizard";
  279. case Job_Whitesmith:
  280. return "Whitesmith";
  281. case Job_Sniper:
  282. return "Sniper";
  283. case Job_Assassin_Cross:
  284. return "Assassin Cross";
  285. case Job_Paladin:
  286. case Job_Paladin2:
  287. return "Paladin";
  288. case Job_Champion:
  289. return "Champion";
  290. case Job_Professor:
  291. return "Professor";
  292. case Job_Stalker:
  293. return "Stalker";
  294. case Job_Creator:
  295. return "Creator";
  296. case Job_Clown:
  297. return "Clown";
  298. case Job_Gypsy:
  299. return "Gypsy";
  300. case Job_Baby:
  301. return "Baby";
  302. case Job_Baby_Swordman:
  303. return "Baby Swordman";
  304. case Job_Baby_Mage:
  305. return "Baby Magician";
  306. case Job_Baby_Archer:
  307. return "Baby Archer";
  308. case Job_Baby_Acolyte:
  309. return "Baby Acolyte";
  310. case Job_Baby_Merchant:
  311. return "Baby Merchant";
  312. case Job_Baby_Thief:
  313. return "Baby Thief";
  314. case Job_Baby_Knight:
  315. case Job_Baby_Knight2:
  316. return "Baby Knight";
  317. case Job_Baby_Priest:
  318. return "Baby Priest";
  319. case Job_Baby_Wizard:
  320. return "Baby Wizard";
  321. case Job_Baby_Blacksmith:
  322. return "Baby Blacksmith";
  323. case Job_Baby_Hunter:
  324. return "Baby Hunter";
  325. case Job_Baby_Assassin:
  326. return "Baby Assassin";
  327. case Job_Baby_Crusader:
  328. case Job_Baby_Crusader2:
  329. return "Baby Crusader";
  330. case Job_Baby_Monk:
  331. return "Baby Monk";
  332. case Job_Baby_Sage:
  333. return "Baby Sage";
  334. case Job_Baby_Rogue:
  335. return "Baby Rogue";
  336. case Job_Baby_Alchem:
  337. return "Baby Alchemist";
  338. case Job_Baby_Bard:
  339. return "Baby Bard";
  340. case Job_Baby_Dancer:
  341. return "Baby Dancer";
  342. case Job_Super_Baby:
  343. return "Super Baby";
  344. case Job_Taekwon:
  345. if(Sex == 0)
  346. return "Taekwon Girl";
  347. else
  348. return "Taekwon Boy";
  349. case Job_Star_Gladiator:
  350. case Job_Star_Gladiator2:
  351. return "Star Gladiator";
  352. case Job_Soul_Linker:
  353. return "Soul Linker";
  354. case Job_Ninja:
  355. return "Ninja";
  356. case Job_Gunslinger:
  357. return "Gunslinger";
  358. case Job_Xmas:
  359. return "Christmas";
  360. case Option_Wedding:
  361. if(Sex == 0)
  362. return "Bride";
  363. else
  364. return "Bridegroom";
  365. default:
  366. return "omghaxor";
  367. }
  368. }
  369. //////////////////////////////////////////////////////////////////////////////////
  370. // *** Function "F_SaveQuestSkills": Store learnt quest skills
  371. //////////////////////////////////////////////////////////////////////////////////
  372. function script F_SaveQuestSkills {
  373. set ADV_QSK,0; set ADV_QSK2,0;
  374. //1st classes quest skills
  375. for(set @i, 0; @i < 14; set @i, @i + 1){
  376. if(getskilllv(144+@i)) set ADV_QSK,ADV_QSK|pow(2,@i);
  377. }
  378. //2nd classes quest skills
  379. for(set @i, 0; @i < 19; set @i, @i + 1){
  380. if(getskilllv(1001+@i)) set ADV_QSK2,ADV_QSK2|pow(2,@i);
  381. }
  382. return;
  383. }
  384. //////////////////////////////////////////////////////////////////////////////////
  385. // *** Function "F_Load1Skills": Restore learnt 1st class quest skills
  386. //////////////////////////////////////////////////////////////////////////////////
  387. function script F_Load1Skills {
  388. //1st classes quest skills
  389. for(set @i, 0; @i < 14; set @i, @i + 1){
  390. if(ADV_QSK|pow(2,@i) == ADV_QSK) skill 144+@i,1,0;
  391. }
  392. set ADV_QSK,0; //Clear var
  393. return;
  394. }
  395. //////////////////////////////////////////////////////////////////////////////////
  396. // *** Function "F_Load2Skills": Restore learnt 2nd class quest skills
  397. //////////////////////////////////////////////////////////////////////////////////
  398. function script F_Load2Skills {
  399. //2nd classes quest skills
  400. for(set @i, 0; @i < 19; set @i, @i + 1){
  401. if(ADV_QSK2|pow(2,@i) == ADV_QSK2) skill 1001+@i,1,0;
  402. }
  403. set ADV_QSK2,0; //Clear var
  404. return;
  405. }