//===== eAthena Script =======================================
//= Global functions
//===== By: ==================================================
//= Skotlex
//===== Current Version: =====================================
//= 1.5
//===== Compatible With: =====================================
//= eAthena SVN R3424+, RO Ep6+
//===== Description: =========================================
//= Global Functions
//=
//===== Additional Comments: =================================
//= GF_getJobName= function for getting a job's name
//= GF_getJobName2= gets a jobs name modified by Type (see below)
//= GF_getJobId= gets a jobs number modified by Type (see below)
//= GF_getJobLevel= identifies novices/1st/2nd among classes
//= GF_getJobType= identifies normal/advanced/babies classes
//= - GF_getJobClass= identifies job class (swordie, mage, etc)
//============================================================
function script GF_getJobName {
switch (getarg(0)) {
case Job_Novice:
return "novice";
case Job_Acolyte:
return "acolyte";
case Job_Archer:
return "archer";
case Job_Mage:
return "mage";
case Job_Merchant:
return "merchant";
case Job_Swordman:
return "swordsman";
case Job_Thief:
return "thief";
case Job_Taekwon:
return "taekwon kid";
case Job_SuperNovice:
return "super novice";
case Job_Hunter:
return "hunter";
case Job_Dancer:
return "dancer";
case Job_Bard:
return "bard";
case Job_Priest:
return "priest";
case Job_Monk:
return "monk";
case Job_Wizard:
return "wizard";
case Job_Sage:
return "sage";
case Job_BlackSmith:
return "blacksmith";
case Job_Alchem:
return "alchemist";
case Job_Knight:
case Job_Knight2:
return "knight";
case Job_Crusader:
case Job_Crusader2:
return "crusader";
case Job_Assassin:
return "assassin";
case Job_Rogue:
return "rogue";
case Job_Star_Gladiator:
case Job_Star_Gladiator2:
return "star gladiator";
case Job_Soul_Linker:
return "soul linker";
case Job_Novice_High:
return "high novice";
case Job_Acolyte_High:
return "high acolyte";
case Job_Archer_High:
return "high archer";
case Job_Mage_High:
return "high mage";
case Job_Merchant_High:
return "high merchant";
case Job_Swordman_High:
return "high swordsman";
case Job_Thief_High:
return "high thief";
case Job_Assassin_Cross:
return "assassin cross";
case Job_Champion:
return "champion";
case Job_Clown:
return "minstrel";
case Job_Creator:
return "biochemist";
case Job_Gypsy:
return "gypsy";
case Job_High_Priest:
return "high priest";
case Job_High_Wizard:
return "high wizard";
case Job_Lord_Knight:
case Job_Lord_Knight2:
return "lord knight";
case Job_Paladin:
case Job_Paladin2:
return "paladin";
case Job_Professor:
return "professor";
case Job_Sniper:
return "sniper";
case Job_Stalker:
return "stalker";
case Job_Whitesmith:
return "whitesmith";
case Job_Baby:
return "baby";
case Job_Baby_Acolyte:
return "baby acolyte";
case Job_Baby_Archer:
return "baby archer";
case Job_Baby_Mage:
return "baby mage";
case Job_Baby_Merchant:
return "baby merchant";
case Job_Baby_Swordman:
return "baby swordsman";
case Job_Baby_Thief:
return "baby thief";
case Job_Super_Baby:
return "super baby";
case Job_Baby_Hunter:
return "baby hunter";
case Job_Baby_Dancer:
return "baby dancer";
case Job_Baby_Bard:
return "baby bard";
case Job_Baby_Priest:
return "baby priest";
case Job_Baby_Monk:
return "baby monk";
case Job_Baby_Wizard:
return "baby wizard";
case Job_Baby_Sage:
return "baby sage";
case Job_Baby_BlackSmith:
return "baby blacksmith";
case Job_Baby_Alchem:
return "baby alchemist";
case Job_Baby_Knight:
case Job_Baby_Knight2:
return "baby knight";
case Job_Baby_Crusader:
case Job_Baby_Crusader2:
return "baby crusader";
case Job_Baby_Assassin:
return "baby assassin";
case Job_Baby_Rogue:
return "baby rogue";
default:
return "unknown";
}
}
//Returns job name using two params: JobId and Type
function script GF_getJobName2 {
set @classId, callfunc("GF_getJobId", getarg(0), getarg(1));
return callfunc("GF_getJobName", @classId);
}
//Returns a Job's ID modified by their Type
function script GF_getJobId {
set @classId, getarg(0);
set @type, getarg(1);
if (@classId == Job_SuperNovice || @classId == Job_Super_Baby) {
switch (@type) {
case 0:
return Job_SuperNovice;
case 2:
return Job_Super_Baby;
default:
return @classId;
}
}
if (@classId >= Job_Taekwon && @classId <= Job_Soul_Linker) {
//Currently has no alternates.
return @classId;
}
if (@classId >= Job_Novice_High && @classId <= Job_Paladin2)
set @classId, @classId -Job_Novice_High;
else
if (@classId >= Job_Baby && @classId <= Job_Super_Baby)
set @classId, @classId -Job_Baby;
if (@type == 1)
set @classId, @classId +Job_Novice_High;
if (@type == 2)
set @classId, @classId +Job_Baby;
return @classId;
}
//Returns the type of class:
//0= Novice, 1= First Class, 2= Second Class, 3= Super Novice
//4= Wedding
function script GF_getJobLevel {
set @classId, getarg(0);
if (@classId >= Job_Novice_High && @classId <= Job_Paladin2)
set @classId, @classId -Job_Novice_High;
if (@classId >= Job_Baby && @classId <= Job_Baby_Crusader2)
set @classId, @classId -Job_Baby;
if(@classId == Job_Novice) {
return 0;
}
if((@classId >= Job_Swordman && @classId <= Job_Thief)
|| @classId == Job_Taekwon) {
return 1;
}
if ((@classId >= Job_Knight && @classId <= Job_Crusader2)
|| (@classId >= Job_Star_Gladiator && @classId <= Job_Soul_Linker)) {
return 2;
}
if(@classId == Job_SuperNovice || @classId == Job_Super_Baby) {
return 3;
}
if(@classId == 22) {
return 4;
}
return -1;
}
//Returns the type of class, based on path:
//0= Normal Jobs, 1= Upper Jobs, 2= Baby Jobs
//Works the same as Upper, except you can pass any job id to get it's upper value
function script GF_getJobType {
set @classId, getarg(0);
if ((@classId >= Job_Novice && @classId <= Job_SuperNovice)
|| (@classId >= Job_Taekwon && @classId <= Job_Soul_Linker)) {
return 0;
}
if (@classId >= Job_Novice_High && @classId <= Job_Paladin2) {
return 1;
}
if (@classId >= Job_Baby && @classId <= Job_Super_Baby) {
return 2;
}
return -1;
}
//Returns the base class of the given job, return values are:
//Job_Novice (Novice, Baby Novice, Super Novice
//Job_Acolyte (Aco, Priest, Monk +High/Baby variations)
//Job_Archer (Archer, Sniper, Bard, Dancer +High/Baby variations)
//Job_Mage (Mage, Wizard, Sage +High/Baby variations)
//Job_Swordman (Swordsman, Knight, Crusader +High/Baby variations)
//Job_Thief (Thief, Assassin, Rogue +High/Baby variations)
//-1 : others (when wearing Tux/Wedding dress, for example)
//Works the same as baseClass, except you pass the class which you want
//examined.
function script GF_getJobClass {
set @classId, getarg(0);
if (@classId >= Job_Novice_High && @classId <= Job_Paladin2)
set @classId, @classId -Job_Novice_High;
if (@classId >= Job_Baby && @classId <= Job_Baby_Crusader2)
set @classId, @classId -Job_Baby;
switch (@classId) {
case Job_Novice:
case Job_SuperNovice:
case Job_Super_Baby:
return Job_Novice;
case Job_Acolyte:
case Job_Priest:
case Job_Monk:
return Job_Acolyte;
case Job_Archer:
case Job_Hunter:
case Job_Bard:
case Job_Dancer:
return Job_Archer;
case Job_Mage:
case Job_Wizard:
case Job_Sage:
return Job_Mage;
case Job_Merchant:
case Job_BlackSmith:
case Job_Alchem:
return Job_Merchant;
case Job_Swordman:
case Job_Knight:
case Job_Knight2:
case Job_Paladin:
case Job_Paladin2:
return Job_Swordman;
case Job_Thief:
case Job_Assassin:
case Job_Rogue:
return Job_Thief;
case Job_Taekwon:
case Job_Star_Gladiator:
case Job_Star_Gladiator2:
case Job_Soul_Linker:
return Job_Taekwon;
default:
return -1;
}
}