Global_Functions.txt 17 KB

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  1. //===== eAthena Script =======================================
  2. //= Global Functions
  3. //===== By: ==================================================
  4. //= Lupus, kobra_k88
  5. //===== Current Version: =====================================
  6. //= 2.07
  7. //===== Compatible With: =====================================
  8. //= eAthena 1.0
  9. //===== Description: =========================================
  10. //= <Description>
  11. //===== Additional Comments: =================================
  12. //= Added F_ClearJobVar - on getting a new job it clears all Job Quest variables
  13. //= Removed individual job check functions as they were redundant [kobra_k88]
  14. //= 1.3 Added Job Change Function for Baby/Normal Classes
  15. //= 1.3b a fix, due to const.txt change [Lupus]
  16. //= 1.4 Added Is_Taekwon_Class: Taekwondo, Star Knight(Gladiator),Soul Linker [Lupus]
  17. //= 1.5 Added clear of Bard Quest variables. 1.5a updated [Lupus]
  18. //= 1.6 Added F_RandMes, F_SexMes, F_Hi, F_Bye functions [Lupus]
  19. //= Moved here useful function 'getJobName'
  20. //= 1.7 Added "F_ItemName" function, added a great sample for "F_ItemName"
  21. //= 1.8 Added Job Vars clear for Extended classes: TK,SL,SG [Lupus]
  22. //= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus]
  23. //= 1.91 Added "F_SaveQuestSkills","F_Load?Skills" functions [Lupus]
  24. //= 2.0 Fixed F_Save/LoadQuestSkills functions. Had to split in into 2 vars [Lupus]
  25. //= 2.01 Added $talk to F_ClearGarbage [Evera]
  26. //= 2.02 Added $dtsglobalelig and $dts|(1<<6) to F_ClearGarbage [Evera]
  27. //= 2.03 Added Gunslinger vars to F_ClearJobVar [Lupus]
  28. //= 2.04 Added dtseligible 2 (becomes MISC_QUEST|128) to F_ClearGarbage [Evera]
  29. //= 2.05 Book of Devil -> MISC_QUEST|256, clear other Niflheim garbage vars [Lupus]
  30. //= +more garbage clean
  31. //= 2.06 Pass to Bio-Lab -> MISC_QUEST|512 [Lupus]
  32. //= 2.07 Added TK_Q variable clear [Lupus]
  33. //============================================================
  34. //////////////////////////////////////////////////////////////////////////////////
  35. // Function that clears job quest variables
  36. //////////////////////////////////////////////////////////////////////////////////
  37. function script F_ClearJobVar {
  38. // Misc ---------------------------------
  39. set JBLVL,0;
  40. set FIRSTAID,0;
  41. set PLAYDEAD,0;
  42. set got_bandage,0;
  43. set got_novnametag,0;
  44. // First Class Jobs ---------------------
  45. set job_acolyte_q,0; set job_acolyte_q2,0;
  46. set job_archer_q,0;
  47. set job_magician_q,0;
  48. set job_merchant_q,0; set job_merchant_q2,0; set job_merchant_q3,0;
  49. set job_sword_q,0; set SWTEST, 0;
  50. set job_thief_q,0;
  51. // Super Novice
  52. set SUPNOV_Q,0;
  53. // 2-1 Jobs ------------------------------
  54. set ASSIN_Q,0; set ASSIN_Q2,0;
  55. set BSMITH_Q,0; set BSMITH_Q2,0;
  56. set HNTR_Q,0; set HNTR_Q2,0;
  57. set KNIGHT_Q,0; set KNIGHT_Q2,0;
  58. set PRIEST_Q,0; set PRIEST_Q2,0; set PRIEST_Q3,0;
  59. set WIZ_Q,0; set WIZ_Q2,0;
  60. // 2-2 Jobs ------------------------------
  61. set ROGUE_Q,0; set ROGUE_Q2,0;
  62. set ALCH_Q,0; set ALCH_Q2,0;
  63. set CRUS_Q,0;
  64. set MONK_Q,0; set JOB_MONK_C,0;
  65. set SAGE_Q,0; set SAGE_Q2,0;
  66. set DANC_Q,0;
  67. set BARD_Q,0;
  68. // Extended Classes
  69. set TAEK_Q,0; set TK_Q,0;
  70. set STGL_Q,0;
  71. set SOUL_Q,0;
  72. set GUNS_Q,0;
  73. return;
  74. }
  75. function script F_ClearGarbage {
  76. // Clear outdated global VARS
  77. //DTS Vote System
  78. if(dtseligible == 2) set MISC_QUEST,MISC_QUEST|128;
  79. if(dtseligible == 3) set dtseligible,0;
  80. if($talk) set $talk,0;
  81. if($dtsglobalelig) set $dtsglobalelig,0;
  82. if($dts&(1<<6)) set $dts,$dts&~(1<<6);
  83. //Misc Quests
  84. if(MARIANNE) {set MISC_QUEST,MISC_QUEST | 1; set MARIANNE,0;}
  85. set MEAT,0; set MORRISON,0;
  86. set BUNYBND,0; set TEMPESTRA,0;
  87. set sewer_prt,0; set iz_move_alberta,0;
  88. if(MORGEN >= 2) {set MISC_QUEST,MISC_QUEST | 4; set MORGEN,0;}
  89. //Valhalla Remember Quest Skills. Unused
  90. set QSK1,0; set QSK2,0; set QSK3,0; set QSK4,0;
  91. //Niflheim
  92. if(nif_q_done) {set nif_q_done,0; set MISC_QUEST,MISC_QUEST | 64;}
  93. if(niflheimlost2) set MISC_QUEST,MISC_QUEST | 256;
  94. set niflheimlost2,0; set niflheimlost,0; set lostgirl,0;
  95. set nif_t,0; set nif_random,0; set nif_random1,0;
  96. if(MISC_QUEST&32){set nif_quest1,0; set nif_quest2,0; set nif_quest3,0; set nif_quest4,0; set nif_quest5,0;}
  97. //1st Class Quest Skills
  98. set ARWCRFT,0; set HOLYLIGHT,0; set ARWREP,0; set ENRGYCOAT,0; set CRAZYROAR,0; set CHANGECART,0; set CARTREVO,0;
  99. set SANDATTACK,0; set STONEFLING,0; set BACKSLIDE,0; set BAGNFNTY,0;
  100. //Cube Room
  101. if(hzdun) {
  102. set MISC_QUEST,MISC_QUEST|512;
  103. set num1,0; set num2,0; set num3,0; set num4,0; set num5,0;
  104. set num6,0; set num7,0; set num8,0; set num9,0;
  105. set hzdun,0; set cubekey,0; set piciburn,0;
  106. }
  107. set axe,0; set ykey,0; set box,0;
  108. set knife,0; set redkey,0; set srod1,0; set srod2,0;
  109. set fkey,0; set gkey,0; set polygon,0; set machine,0;
  110. set bkey,0; set ellipse,0; set quadrangle,0; set rod,0;
  111. return;
  112. }
  113. //////////////////////////////////////////////////////////////////////////////////
  114. // Used in REBIRTH scripts
  115. // Class = Internal Class ID
  116. // BaseJob = Base Job (0..23)
  117. // Upper : 0 - Default, 1 - Advanced, 2 - Baby
  118. //////////////////////////////////////////////////////////////////////////////////
  119. function script Job_Change {
  120. if (Upper<2)
  121. jobchange getarg(0); // Common jobchange
  122. else
  123. jobchange getarg(0) + Job_Baby; //Change Job For Baby Class
  124. return;
  125. }
  126. //////////////////////////////////////////////////////////////////////////////////
  127. // FOT BACKWISE COMPATIBILITY: Functions used to check a players job class
  128. // HOW TO USE:
  129. // i.e. We need all holy classes but monks
  130. // if ( callfunc("Is_Holy_Class") && callfunc("Is_Monk")==0 ) goto L_Start;
  131. //////////////////////////////////////////////////////////////////////////////////
  132. //////////////////////////////////////////////////////////////////////////////////
  133. // returns 1 if the player is either Aco,Monk,Priest,Aco High,High Priest,
  134. // Champion, 0 otherwise
  135. //////////////////////////////////////////////////////////////////////////////////
  136. function script Is_Holy_Class {
  137. return ( BaseJob==Job_Acolyte || BaseJob==Job_Priest || BaseJob==Job_Monk );
  138. }
  139. //////////////////////////////////////////////////////////////////////////////////
  140. // returns 1 if the player is either Archer,Hunter,Bard,Dancer,Archer High,Sniper,
  141. // Clown,Gypsy, 0 otherwise
  142. //////////////////////////////////////////////////////////////////////////////////
  143. function script Is_Bow_Class {
  144. return ( BaseJob==Job_Archer || BaseJob==Job_Hunter || BaseJob==Job_Bard || BaseJob==Job_Dancer );
  145. }
  146. //////////////////////////////////////////////////////////////////////////////////
  147. // returns 1 if the player is either Mage,Wizard,Sage,Mage High,High Wizard,
  148. // Professor, 0 otherwise
  149. //////////////////////////////////////////////////////////////////////////////////
  150. function script Is_Magic_Class {
  151. return ( BaseJob==Job_Mage || BaseJob==Job_Wizard || BaseJob==Job_Sage );
  152. }
  153. //////////////////////////////////////////////////////////////////////////////////
  154. // returns 1 if the player is either Merc,Blacksmith,Alchemist,Merc High,
  155. // Whitesmith,Creator, 0 otherwise
  156. //////////////////////////////////////////////////////////////////////////////////
  157. function script Is_Merc_Class {
  158. return ( BaseJob==Job_Merchant || BaseJob==Job_Blacksmith || BaseJob==Job_Alchem );
  159. }
  160. //////////////////////////////////////////////////////////////////////////////////
  161. // returns 1 if the player is either Thief,Assassin,Rogue,Thief High, Assassin Cross
  162. // Stalker, 0 otherwise
  163. //////////////////////////////////////////////////////////////////////////////////
  164. function script Is_Thief_Class {
  165. return ( BaseJob==Job_Thief || BaseJob==Job_Assassin || BaseJob==Job_Rogue );
  166. }
  167. //////////////////////////////////////////////////////////////////////////////////
  168. // returns 1 if the player is either Swordy,Knight,Crusader,Swordy High,
  169. // Lord Knight,Paladin, 0 otherwise
  170. //////////////////////////////////////////////////////////////////////////////////
  171. function script Is_Sword_Class {
  172. return ( BaseJob==Job_Swordman || BaseJob==Job_Knight || BaseJob==Job_Knight2 || BaseJob==Job_Crusader || BaseJob==Job_Crusader2 );
  173. }
  174. //////////////////////////////////////////////////////////////////////////////////
  175. // returns 1 if the player is either Taekwon, Star Gladiator,Soul Linker, 0 otherwise
  176. // these classes can't be adopted nor reborn ()
  177. //////////////////////////////////////////////////////////////////////////////////
  178. function script Is_Taekwon_Class {
  179. return ( Class==Job_Taekwon || Class==Job_Star_Gladiator || Class==Job_Star_Gladiator2 || Class==Job_Soul_Linker );
  180. }
  181. //////////////////////////////////////////////////////////////////////////////////
  182. // Functions used to spiff up dialoges [Lupus]
  183. //////////////////////////////////////////////////////////////////////////////////
  184. //////////////////////////////////////////////////////////////////////////////////
  185. // *** Function "F_RandMes"
  186. //////////////////////////////////////////////////////////////////////////////////
  187. //returns random string
  188. // Example: check F_Bye or F_Hi functions
  189. // READ AND THINK: You can use it to pick a random number form list:
  190. // set @itemIDfromList, callfunc("F_RandMes",8,1129,1222,1163,1357,1360,1522,1811,1410);
  191. function script F_RandMes {
  192. return getarg(rand(1,getarg(0)));
  193. }
  194. //////////////////////////////////////////////////////////////////////////////////
  195. // *** Function "F_Sex"
  196. //////////////////////////////////////////////////////////////////////////////////
  197. //returns 1st string if female, 2nd string otherwise
  198. // Example: mes callfunc("F_Sex","What a beautiful lady!","What a handsom man!");
  199. function script F_SexMes {
  200. return getarg(Sex);
  201. }
  202. //////////////////////////////////////////////////////////////////////////////////
  203. // *** Function "F_Hi"
  204. //////////////////////////////////////////////////////////////////////////////////
  205. //returns random HELLO message
  206. function script F_Hi {
  207. return callfunc("F_RandMes",5,"Hi!","Hello!","Good day!","How are you?","Hello there.");
  208. }
  209. //////////////////////////////////////////////////////////////////////////////////
  210. // *** Function "F_Bye"
  211. //////////////////////////////////////////////////////////////////////////////////
  212. //returns random BYE message
  213. function script F_Bye {
  214. return callfunc("F_RandMes",6,"Bye. See you again.","Later.","Goodbye.","Good luck!","Have a nice day!","Byebye!!!");
  215. }
  216. //////////////////////////////////////////////////////////////////////////////////
  217. // *** Function "F_ItemName"
  218. //////////////////////////////////////////////////////////////////////////////////
  219. // Returns expanded item name string
  220. //Argumentss
  221. // 0 - Item ID
  222. // 1 - Element N (0=none,1=Ice,2=Earth,3=Fire,4=Wind)
  223. // 2 - VVS meter 0..3
  224. // 3 - Refine
  225. // Example: mes "Show me your "+callfunc("F_ItemName",1201,1,2,5)+"...";
  226. // is equal to: mes "Show me your ^000090 +5 VVS Fire Knife ^000000..."
  227. function script F_ItemName {
  228. set @t$,"^000090";
  229. if(getarg(3)) set @t$,@t$+"+"+getarg(3)+" ";
  230. if(getarg(2)==1) set @t$,@t$+"VS ";
  231. if(getarg(2)==2) set @t$,@t$+"VVS ";
  232. if(getarg(2)==3) set @t$,@t$+"VVVS ";
  233. if(getarg(2)>3) set @t$,@t$+getarg(2)+"xVS ";
  234. if(getarg(1)==1) set @t$,@t$+"Ice ";
  235. if(getarg(1)==2) set @t$,@t$+"Earth ";
  236. if(getarg(1)==3) set @t$,@t$+"Fire ";
  237. if(getarg(1)==4) set @t$,@t$+"Wind ";
  238. if(getarg(1)>4) set @t$,@t$+"Strange ";
  239. return @t$+getitemname(getarg(0))+"^000000";
  240. }
  241. //////////////////////////////////////////////////////////////////////////////////
  242. // *** Function "getJobName" //
  243. // [Usage] : callfunc("getJobName",Class); //
  244. //////////////////////////////////////////////////////////////////////////////////
  245. function script getJobName {
  246. switch(getarg(0)){
  247. case Job_Novice:
  248. return "Novice";
  249. case Job_Swordman:
  250. return "Swordman";
  251. case Job_Mage:
  252. return "Magician";
  253. case Job_Archer:
  254. return "Archer";
  255. case Job_Acolyte:
  256. return "Acolyte";
  257. case Job_Merchant:
  258. return "Merchant";
  259. case Job_Thief:
  260. return "Thief";
  261. case Job_Knight:
  262. case Job_Knight2:
  263. return "Knight";
  264. case Job_Priest:
  265. return "Priest";
  266. case Job_Wizard:
  267. return "Wizard";
  268. case Job_Blacksmith:
  269. return "Blacksmith";
  270. case Job_Hunter:
  271. return "Hunter";
  272. case Job_Assassin:
  273. return "Assassin";
  274. case Job_Crusader:
  275. case Job_Crusader2:
  276. return "Crusader";
  277. case Job_Monk:
  278. return "Monk";
  279. case Job_Sage:
  280. return "Sage";
  281. case Job_Rogue:
  282. return "Rogue";
  283. case Job_Alchem:
  284. return "Alchemist";
  285. case Job_Bard:
  286. return "Bard";
  287. case Job_Dancer:
  288. return "Dancer";
  289. case Job_SuperNovice:
  290. return "Super Novice";
  291. case Job_Gunslinger:
  292. return "Gunsligner";
  293. case Job_Ninja:
  294. return "Ninja";
  295. case Job_Xmas:
  296. return "Xmas";
  297. case Job_Novice_High:
  298. return "Novice High";
  299. case Job_Swordman_High:
  300. return "Swordman High";
  301. case Job_Mage_High:
  302. return "Magician High";
  303. case Job_Archer_High:
  304. return "Archer High";
  305. case Job_Acolyte_High:
  306. return "Acolyte High";
  307. case Job_Merchant_High:
  308. return "Merchant High";
  309. case Job_Thief_High:
  310. return "Thief High";
  311. case Job_Lord_Knight:
  312. case Job_Lord_Knight2:
  313. return "Lord Knight";
  314. case Job_High_Priest:
  315. return "High Priest";
  316. case Job_High_Wizard:
  317. return "High Wizard";
  318. case Job_Whitesmith:
  319. return "Whitesmith";
  320. case Job_Sniper:
  321. return "Sniper";
  322. case Job_Assassin_Cross:
  323. return "Assassin Cross";
  324. case Job_Paladin:
  325. case Job_Paladin2:
  326. return "Paladin";
  327. case Job_Champion:
  328. return "Champion";
  329. case Job_Professor:
  330. return "Professor";
  331. case Job_Stalker:
  332. return "Stalker";
  333. case Job_Creator:
  334. return "Creator";
  335. case Job_Clown:
  336. return "Clown";
  337. case Job_Gypsy:
  338. return "Gypsy";
  339. case Job_Baby:
  340. return "Baby";
  341. case Job_Baby_Swordman:
  342. return "Baby Swordman";
  343. case Job_Baby_Mage:
  344. return "Baby Magician";
  345. case Job_Baby_Archer:
  346. return "Baby Archer";
  347. case Job_Baby_Acolyte:
  348. return "Baby Acolyte";
  349. case Job_Baby_Merchant:
  350. return "Baby Merchant";
  351. case Job_Baby_Thief:
  352. return "Baby Thief";
  353. case Job_Baby_Knight:
  354. case Job_Baby_Knight2:
  355. return "Baby Knight";
  356. case Job_Baby_Priest:
  357. return "Baby Priest";
  358. case Job_Baby_Wizard:
  359. return "Baby Wizard";
  360. case Job_Baby_Blacksmith:
  361. return "Baby Blacksmith";
  362. case Job_Baby_Hunter:
  363. return "Baby Hunter";
  364. case Job_Baby_Assassin:
  365. return "Baby Assassin";
  366. case Job_Baby_Crusader:
  367. case Job_Baby_Crusader2:
  368. return "Baby Crusader";
  369. case Job_Baby_Monk:
  370. return "Baby Monk";
  371. case Job_Baby_Sage:
  372. return "Baby Sage";
  373. case Job_Baby_Rogue:
  374. return "Baby Rogue";
  375. case Job_Baby_Alchem:
  376. return "Baby Alchemist";
  377. case Job_Baby_Bard:
  378. return "Baby Bard";
  379. case Job_Baby_Dancer:
  380. return "Baby Dancer";
  381. case Job_Super_Baby:
  382. return "Super Baby";
  383. case Job_Taekwon:
  384. if(Sex == 0)
  385. return "Taekwon Girl";
  386. else
  387. return "Taekwon Boy";
  388. case Job_Star_Gladiator:
  389. case Job_Star_Gladiator2:
  390. return "Star Gladiator";
  391. case Job_Soul_Linker:
  392. return "Soul Linker";
  393. case Job_Ninja:
  394. return "Ninja";
  395. case Job_Gunslinger:
  396. return "Gunslinger";
  397. case Job_Xmas:
  398. return "Christmas";
  399. case Option_Wedding:
  400. if(Sex == 0)
  401. return "Bride";
  402. else
  403. return "Bridegroom";
  404. default:
  405. return "omghaxor";
  406. }
  407. }
  408. //////////////////////////////////////////////////////////////////////////////////
  409. // *** Function "F_SaveQuestSkills": Store learnt quest skills
  410. //////////////////////////////////////////////////////////////////////////////////
  411. function script F_SaveQuestSkills {
  412. set ADV_QSK,0; set ADV_QSK2,0;
  413. //1st classes quest skills
  414. for(set @i, 0; @i < 14; set @i, @i + 1){
  415. if(getskilllv(144+@i)) set ADV_QSK,ADV_QSK|pow(2,@i);
  416. }
  417. //2nd classes quest skills
  418. for(set @i, 0; @i < 19; set @i, @i + 1){
  419. if(getskilllv(1001+@i)) set ADV_QSK2,ADV_QSK2|pow(2,@i);
  420. }
  421. return;
  422. }
  423. //////////////////////////////////////////////////////////////////////////////////
  424. // *** Function "F_Load1Skills": Restore learnt 1st class quest skills
  425. //////////////////////////////////////////////////////////////////////////////////
  426. function script F_Load1Skills {
  427. //1st classes quest skills
  428. for(set @i, 0; @i < 14; set @i, @i + 1){
  429. if(ADV_QSK|pow(2,@i) == ADV_QSK) skill 144+@i,1,0;
  430. }
  431. set ADV_QSK,0; //Clear var
  432. return;
  433. }
  434. //////////////////////////////////////////////////////////////////////////////////
  435. // *** Function "F_Load2Skills": Restore learnt 2nd class quest skills
  436. //////////////////////////////////////////////////////////////////////////////////
  437. function script F_Load2Skills {
  438. //2nd classes quest skills
  439. for(set @i, 0; @i < 19; set @i, @i + 1){
  440. if(ADV_QSK2|pow(2,@i) == ADV_QSK2) skill 1001+@i,1,0;
  441. }
  442. set ADV_QSK2,0; //Clear var
  443. return;
  444. }