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// TMW2 Script.
// Authors:
//    Jesusalva
// Description:
//    Util functions



// Returns Nard reputation for discounts
// Currently ranges from 0 to 15.
function	script	nard_reputation	{
    .@nr=0; // Base reputation

    // Valon Quest (+1 rep)
    if (getq(CandorQuest_Trainer) >= 14)
        .@nr=.@nr+1;

    // Zegas Quest (+1 rep)
    if (getq(CandorQuest_Barrel) >= 4)
        .@nr=.@nr+1;

    // Hide And Seek Quest (+1 rep)
    if (getq(CandorQuest_HAS) >= 4)
        .@nr=.@nr+1;

    // Sailors Quest (+1 rep)
    if (getq(CandorQuest_Sailors) >= 3)
        .@nr=.@nr+1;

    // Sailors Quest, part 2 (+1 rep)
    if (getq(CandorQuest_SailorCure) >= 3)
        .@nr=.@nr+1;

    // Vincent Quest (+1 rep)
    if (getq(CandorQuest_Vincent) >= 2)
        .@nr=.@nr+1;

    // Tolchi Quest (+1 rep)
    if (getq(CandorQuest_Tolchi) >= 4)
        .@nr=.@nr+1;

    // Maya Quest (+1 rep)
    if (getq(CandorQuest_Maya) >= 4)
        .@nr=.@nr+1;

    // Dan Quest (+1 rep)
    if (getq(ShipQuests_Dan) >= 3)
        .@nr=.@nr+1;

    // Chef Gado Quest (+1 rep)
    if (getq(ShipQuests_ChefGado) >= 2)
        .@nr=.@nr+1;

    // Peter Quest (+1 rep)
    if (getq(ShipQuests_Peter) == 3 || getq(ShipQuests_Peter) == 5)
        .@nr=.@nr+1;

    // Tulimshar Quests
    // Swezanne Quest (+1 rep)
    if (getq(TulimsharQuest_Swezanne) >= 1)
        .@nr=.@nr+1;

    // Sailors Quest (+1 rep)
    if (getq(TulimsharQuest_Sailors) >= 2)
        .@nr=.@nr+1;

    // Hasan Quest (+1 rep)
    if (getq(TulimsharQuest_Hasan) >= 5)
        .@nr=.@nr+1;

    // Dausen Quest (+1 rep)
    if (getq(TulimsharQuest_WaterForGuard) >= 3)
        .@nr=.@nr+1;

    //debugmes "Reputation: "+str(.@nr);
    return .@nr;

}

// Returns reputation with the La Marine for discounts
// Takes one argument (PC_DEST$). Grep for "getarg".
function	script	reputation	{
    .@nr=0; // Base reputation

    // Tulimshar Quests (12 points)
    if (getarg(0) == "Tulim") {
        // Swezanne Quest (+1 rep)
        if (getq(TulimsharQuest_Swezanne) >= 1)
            .@nr=.@nr+1;

        // Sailors Quest (+1 rep)
        if (getq(TulimsharQuest_Sailors) >= 2)
            .@nr=.@nr+1;

        // Hasan Quest (+1 rep)
        if (getq(TulimsharQuest_Hasan) >= 5)
            .@nr=.@nr+1;

        // Dausen Quest (+1 rep)
        if (getq(TulimsharQuest_WaterForGuard) >= 3)
            .@nr=.@nr+1;

        // Eugene Quest (+1 rep)
        if (getq(TulimsharQuests_Fishman) >= 2)
            .@nr=.@nr+1;

        // Sarah Quest (+1 rep)
        if (getq(TulimsharQuest_Sarah) >= 1)
            .@nr=.@nr+1;

        // Silvia Quest (+1 rep)
        if (getq(TulimsharQuest_Lifestone) >= 2)
            .@nr=.@nr+1;

        /*
        // Eisten Quest (+1 rep)
        if (getq(TulimsharQuest_Eistein) >= 6)
            .@nr=.@nr+1;
        */

        // Devoir Quest (+1 rep)
        if (getq(TulimsharQuest_Devoir) >= 1)
            .@nr=.@nr+1;

        // Zarkor Quest (+1 rep)
        if (getq(TulimsharQuest_DarkInvocator) >= 7)
            .@nr=.@nr+1;

        // Anwar Quest (+1 rep)
        if (getq(TulimsharQuest_AnwarField) >= 10)
            .@nr=.@nr+1;

        // Tycoon Quest (+1 rep)
        if (getq(MineQuest_Tycoon) >= 15)
            .@nr=.@nr+1;

        // Neko Quest (+1 rep)
        if (getq(TulimsharQuest_Neko) >= 2)
            .@nr=.@nr+1;



    // Hurnscald Quests (5 points)
    } else if (getarg(0) == "Hurns") {

        // Alan Quest (+1 rep)
        if (getq(HurnscaldQuest_ForestBow) >= 2)
            .@nr=.@nr+1;

        // Gwendolyn Quest (+1 rep)
        if (getq(HurnscaldQuest_HarkEye) >= 6)
            .@nr=.@nr+1;

        // Celestia Quest (+1 rep)
        if (getq(HurnscaldQuest_TeaParty) >= 2)
            .@nr=.@nr+1;

        // Farmers Quest (+1 rep)
        if (getq(HurnscaldQuest_Farmers) >= 5)
            .@nr=.@nr+1;

        // Helena Quest (+1 rep)
        if (getq(HurnscaldQuest_Bandits) >= 8)
            .@nr=.@nr+1;




    // Land Of Fire Quests (3 points)
    } else if (getarg(0) == "LoF") {

        // The EPISODE (+1 rep)
        if (getq(LoFQuest_EPISODE) >= 2)
            .@nr=.@nr+1;

        // George Quest (+1 rep)
        if (getq(LoFQuest_George) >= 3)
            .@nr=.@nr+1;

        // Fairy Quest (+1 rep)
        if (getq(LoFQuest_Fairy) >= 3)
            .@nr=.@nr+1;

    // Final
    }

    //debugmes "Reputation: "+str(.@nr);
    return .@nr;

}


// Returns time for ship travel.
// Can be modified by a factor.
function	script	nard_time	{
    // Estimates time to move by ship from LOCATION$ to getarg(0)

    // From Candor
    if (LOCATION$ == "Candor") {
        if (getarg(0) == "Tulim")
            return 22000;

    }
    // From Tulimshar
    if (LOCATION$ == "Tulim") {
        if (getarg(0) == "Candor")
            return 22000;
        if (getarg(0) == "Hurns")
            return 24000;

    }
    // From Hurnscald
    if (LOCATION$ == "Hurns") {
        if (getarg(0) == "Candor")
            return 22000;
        if (getarg(0) == "Tulim")
            return 24000;

    }

    // Error
    debugmes "ERROR, INVALID LOCATION AND DESTINATION";
    debugmes l("@@ -> @@", LOCATION$, getarg(0));
    dispbottom l("An error on your travel time happened. Please report.");
    return INT_MAX;
}

// Determines if player is still in range.
// eg.
// if (reachable(.x, .y, .distance)) {
function	script	reachable	{
    .@x=getarg(0);
    .@y=getarg(1);
    .@z=getarg(2);
    getmapxy(.@mp$, .@xp, .@yp, 0);

    if (distance(.@x, .@y, .@xp, .@yp) <= .@z)
        return 1;
    else
        return 0;
}

// Determines if party exp sharing is enabled
// ( Party ID )
function	script	party_expon	{
    .@nb = query_sql("SELECT exp FROM `party` WHERE party_id="+escape_sql(getarg(0))+" LIMIT 2", .@value);
    return .@value[0];
}


// Prepare Mana Stone
// mstone( lvl )
function	script	mstone	{
    // Fill variable
    .@v=getarg(0);

    // Determine how much stats you need, this is based on players
    // and change based on $Global Variables
    .int=15;
    .lvl=20;
    .jlv=15;

    return (
            MAGIC_LVL == .@v &&
            readparam(bInt) >= $MANA_BINT+(.int*.@v) &&
            BaseLevel >= $MANA_BLVL+(.lvl*.@v) &&
            JobLevel >= $MANA_JLVL+(.jlv*.@v) &&
            readparam(Sp) == readparam(MaxSp));
}

// Gets how many subclasses were actually filled
// total_subclass(  )
function	script	total_subclass	{
    .@i=0;
    if (MAGIC_SUBCLASS & CL_PALADIN)
        .@i+=1;
    if (MAGIC_SUBCLASS & CL_TANKER)
        .@i+=1;
    if (MAGIC_SUBCLASS & CL_BERSERKER)
        .@i+=1;
    if (MAGIC_SUBCLASS & CL_RANGER)
        .@i+=1;
    if (MAGIC_SUBCLASS & CL_SNIPER)
        .@i+=1;
    if (MAGIC_SUBCLASS & CL_WIZARD)
        .@i+=1;
    if (MAGIC_SUBCLASS & CL_SAGE)
        .@i+=1;
    if (MAGIC_SUBCLASS & CL_PRIEST)
        .@i+=1;
    return .@i;
}

// Gets how many subclasses were actually allowed
// max_subclass()
function	script	max_subclass	{
    return (MAGIC_LVL/2);
}


// Gets subclass current degree
// degree_subclass()
function	script	degree_subclass	{
    return (MAGIC_LVL/2)+(MAGIC_LVL%2);
}

// Returns true if a skill can be leveled up, based on degree_subclass().
// sk_canlvup( sk )
function	script	sk_canlvup	{
    if (getskilllv(getarg(0)) <= degree_subclass())
        return 1;
    return 0;
}

// Level up a skill in 1 level
// sk_lvup( sk )
function	script	sk_lvup	{
    .@lvl=getskilllv(getarg(0));
    getexp 0, 50*(.@lvl+1);
    addtoskill(getarg(0),.@lvl+1,0);
    return;
}

// Returns the intelligence cost based on skill level
// sk_intcost( sk )
function	script	sk_intcost	{
    .@cost=(getskilllv(getarg(0))+1)*17;
    if (readparam(bInt) >= .@cost)
        return 1;
    return 0;
}

// Returns a value defining your current magic control (affects success ratio, higher is better)
// A value of '5' means perfect control, and a value of '0' means overwhelm.
// abizit()
function	script	abizit	{
    .@base=(MAGIC_LVL**3);
    return max(MAGIC_EXP/.@base, 5);
}


// Returns, based on a 1-5 range, the title for both thief and merc ranks
// thiefrank() / mercrank()
function	script	thiefrank	{
    switch (THIEF_RANK) {
        case 5: return l("Bandit Lord");
        case 4: return l("Assassin");
        case 3: return l("Rogue");
        case 2: return l("Bandit");
        case 1: return l("Thief");
        default: return l("Error");
    }
}
function	script	mercrank	{
    switch (MERC_RANK) {
        case 5: return l("Constable");
        case 4: return l("Guardian");
        case 3: return l("Merchant");
        case 2: return l("Trader");
        case 1: return l("Fair Person");
        default: return l("Error");
    }
}