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author | Valaris <Valaris@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-01-29 16:10:48 +0000 |
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committer | Valaris <Valaris@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-01-29 16:10:48 +0000 |
commit | 620e60eebce2c1f35c5c9a82f6ca365b316587f5 (patch) | |
tree | 38a39e0415f419d9a49ae456ed0e26654c23d559 /npc/other/Global_Functions.txt | |
parent | a2675f07d7da22a7c6ae11f545bf8f671e785a82 (diff) | |
download | hercules-620e60eebce2c1f35c5c9a82f6ca365b316587f5.tar.gz hercules-620e60eebce2c1f35c5c9a82f6ca365b316587f5.tar.bz2 hercules-620e60eebce2c1f35c5c9a82f6ca365b316587f5.tar.xz hercules-620e60eebce2c1f35c5c9a82f6ca365b316587f5.zip |
AS OF SVN REV. 5901, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. EVERYTHING ELSE
GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@5094 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/other/Global_Functions.txt')
-rw-r--r-- | npc/other/Global_Functions.txt | 381 |
1 files changed, 381 insertions, 0 deletions
diff --git a/npc/other/Global_Functions.txt b/npc/other/Global_Functions.txt new file mode 100644 index 000000000..00c0507f8 --- /dev/null +++ b/npc/other/Global_Functions.txt @@ -0,0 +1,381 @@ +//===== eAthena Script =======================================
+//= Global Functions
+//===== By: ==================================================
+//= Lupus, kobra_k88
+//===== Current Version: =====================================
+//= 1.7
+//===== Compatible With: =====================================
+//= eAthena 1.0
+//===== Description: =========================================
+//= <Description>
+//===== Additional Comments: =================================
+//= Added F_ClearJobVar - on getting a new job it clears all Job Quest variables
+//= Removed individual job check functions as they were redundant [kobra_k88]
+//= 1.3 Added Job Change Function for Baby/Normal Classes
+//= 1.3b a fix, due to const.txt change [Lupus]
+//= 1.4 Added Is_Taekwon_Class: Taekwondo, Star Knight(Gladiator),Soul Linker [Lupus]
+//= 1.5 Added clear of Bard Quest variables. 1.5a updated [Lupus]
+//= 1.6 Added F_RandMes, F_SexMes, F_Hi, F_Bye functions [Lupus]
+//= Moved here useful function 'getJobName'
+//= 1.7 Added "F_ItemName" function, added a great sample for "F_ItemName"
+//============================================================
+
+
+//////////////////////////////////////////////////////////////////////////////////
+// Function that clears job quest variables
+//////////////////////////////////////////////////////////////////////////////////
+
+function script F_ClearJobVar {
+ // Misc ---------------------------------
+ set JBLVL,0;
+ // First Class Jobs ---------------------
+ set job_acolyte_q,0; set job_acolyte_q2,0;
+ set job_archer_q,0;
+ set job_magician_q,0;
+ set job_merchant_q,0; set job_merchant_q2,0; set job_merchant_q3,0;
+ set job_sword_q,0; set job_sword_q2,0; set SWTEST, 0;
+ set job_thief_q,0;
+ // Super Novice
+ set SUPNOV_Q,0;
+ // 2-1 Jobs ------------------------------
+ set ASSIN_Q,0; set ASSIN_Q2,0;
+ set BSMITH_Q,0; set BSMITH_Q2,0;
+ set HNTR_Q,0; set HNTR_Q2,0;
+ set KNIGHT_Q,0; set KNIGHT_Q2,0;
+ set PRIEST_Q,0; set PRIEST_Q2,0; set PRIEST_Q3,0;
+ set WIZ_Q,0; set WIZ_Q2,0;
+ // 2-2 Jobs ------------------------------
+ set ROGUE_Q,0; set ROGUE_Q2,0;
+ set ALCH_Q,0; set ALCH_Q2,0; set al_morgen,0;
+ set CRUS_Q,0;
+ set MONK_Q,0; set JOB_MONK_C,0;
+ set SAGE_Q,0; set SAGE_Q2,0;
+ set DANC_Q,0;
+ set BARD_Q,0;
+ return;
+}
+
+//////////////////////////////////////////////////////////////////////////////////
+// Used in REBIRTH scripts
+// Class = Internal Class ID
+// BaseJob = Base Job (0..23)
+// Upper : 0 - Default, 1 - Advanced, 2 - Baby
+//////////////////////////////////////////////////////////////////////////////////
+
+function script Job_Change {
+ if (Upper==0) jobchange getarg(0); //Change Job For Common
+ if (Upper==2) jobchange getarg(0)+46; //Change Job For Baby Class
+ return;
+}
+
+
+//////////////////////////////////////////////////////////////////////////////////
+// FOT BACKWISE COMPATIBILITY: Functions used to check a players job class
+// HOW TO USE:
+// i.e. We need all holy classes but monks
+// if ( callfunc("Is_Holy_Class") && callfunc("Is_Monk")==0 ) goto L_Start;
+//////////////////////////////////////////////////////////////////////////////////
+
+//////////////////////////////////////////////////////////////////////////////////
+// returns 1 if the player is either Aco,Monk,Priest,Aco High,High Priest,
+// Champion, 0 otherwise
+//////////////////////////////////////////////////////////////////////////////////
+
+function script Is_Holy_Class {
+ return ( BaseJob==Job_Acolyte || BaseJob==Job_Priest || BaseJob==Job_Monk );
+}
+
+
+//////////////////////////////////////////////////////////////////////////////////
+// returns 1 if the player is either Archer,Hunter,Bard,Dancer,Archer High,Sniper,
+// Clown,Gypsy, 0 otherwise
+//////////////////////////////////////////////////////////////////////////////////
+
+function script Is_Bow_Class {
+ return ( BaseJob==Job_Archer || BaseJob==Job_Hunter || BaseJob==Job_Bard || BaseJob==Job_Dancer );
+}
+
+
+//////////////////////////////////////////////////////////////////////////////////
+// returns 1 if the player is either Mage,Wizard,Sage,Mage High,High Wizard,
+// Professor, 0 otherwise
+//////////////////////////////////////////////////////////////////////////////////
+
+function script Is_Magic_Class {
+ return ( BaseJob==Job_Mage || BaseJob==Job_Wizard || BaseJob==Job_Sage );
+}
+
+
+//////////////////////////////////////////////////////////////////////////////////
+// returns 1 if the player is either Merc,Blacksmith,Alchemist,Merc High,
+// Whitesmith,Creator, 0 otherwise
+//////////////////////////////////////////////////////////////////////////////////
+
+function script Is_Merc_Class {
+ return ( BaseJob==Job_Merchant || BaseJob==Job_Blacksmith || BaseJob==Job_Alchem );
+}
+
+
+//////////////////////////////////////////////////////////////////////////////////
+// returns 1 if the player is either Thief,Assassin,Rogue,Thief High, Assassin Cross
+// Stalker, 0 otherwise
+//////////////////////////////////////////////////////////////////////////////////
+
+function script Is_Thief_Class {
+ return ( BaseJob==Job_Thief || BaseJob==Job_Assassin || BaseJob==Job_Rogue );
+}
+
+
+//////////////////////////////////////////////////////////////////////////////////
+// returns 1 if the player is either Swordy,Knight,Crusader,Swordy High,
+// Lord Knight,Paladin, 0 otherwise
+//////////////////////////////////////////////////////////////////////////////////
+
+function script Is_Sword_Class {
+ return ( BaseJob==Job_Swordman || BaseJob==Job_Knight || BaseJob==Job_Knight2 || BaseJob==Job_Crusader || BaseJob==Job_Crusader2 );
+}
+
+
+//////////////////////////////////////////////////////////////////////////////////
+// returns 1 if the player is either Taekwon, Star Gladiator,Soul Linker, 0 otherwise
+// these classes can't be adopted nor reborn ()
+//////////////////////////////////////////////////////////////////////////////////
+
+function script Is_Taekwon_Class {
+ return ( Class==Job_Taekwon || Class==Job_Star_Gladiator || Class==Job_Star_Gladiator2 || Class==Job_Soul_Linker );
+}
+
+
+//////////////////////////////////////////////////////////////////////////////////
+// Functions used to spiff up dialoges [Lupus]
+//////////////////////////////////////////////////////////////////////////////////
+
+//////////////////////////////////////////////////////////////////////////////////
+// *** Function "F_RandMes"
+//////////////////////////////////////////////////////////////////////////////////
+//returns random string
+// Example: check F_Bye or F_Hi functions
+// READ AND THINK: You can use it to pick a random number form list:
+// set @itemIDfromList, callfunc("F_RandMes",8,1129,1222,1163,1357,1360,1522,1811,1410);
+
+function script F_RandMes {
+ return getarg(rand(1,getarg(0)));
+}
+
+
+//////////////////////////////////////////////////////////////////////////////////
+// *** Function "F_Sex"
+//////////////////////////////////////////////////////////////////////////////////
+//returns 1st string if female, 2nd string otherwise
+// Example: mes callfunc("F_Sex","What a beautiful lady!","What a handsom man!");
+
+function script F_SexMes {
+ return getarg(Sex);
+}
+
+
+//////////////////////////////////////////////////////////////////////////////////
+// *** Function "F_Hi"
+//////////////////////////////////////////////////////////////////////////////////
+//returns random HELLO message
+
+function script F_Hi {
+ return callfunc("F_RandMes",5,"Hi!","Hello!","Good day!","How are you?","Hello there.");
+}
+
+
+//////////////////////////////////////////////////////////////////////////////////
+// *** Function "F_Bye"
+//////////////////////////////////////////////////////////////////////////////////
+//returns random BYE message
+
+function script F_Bye {
+ return callfunc("F_RandMes",6,"Bye. See you again.","Later.","Goodbye.","Good luck!","Have a nice day!","Byebye!!!");
+}
+
+
+//////////////////////////////////////////////////////////////////////////////////
+// *** Function "F_ItemName"
+//////////////////////////////////////////////////////////////////////////////////
+// Returns expanded item name string
+//Argumentss
+// 0 - Item ID
+// 1 - Element N (0=none,1=Ice,2=Earth,3=Fire,4=Wind)
+// 2 - VVS meter 0..3
+// 3 - Refine
+// Example: mes "Show me your "+callfunc("F_ItemName",1201,1,2,5)+"...";
+// is equal to: mes "Show me your ^000090 +5 VVS Fire Knife ^000000..."
+
+function script F_ItemName {
+ set @t$,"^000090";
+ if(getarg(3)) set @t$,@t$+"+"+getarg(3)+" ";
+ if(getarg(2)==1) set @t$,@t$+"VS ";
+ if(getarg(2)==2) set @t$,@t$+"VVS ";
+ if(getarg(2)==3) set @t$,@t$+"VVVS ";
+ if(getarg(2)>3) set @t$,@t$+getarg(2)+"xVS ";
+ if(getarg(1)==1) set @t$,@t$+"Ice ";
+ if(getarg(1)==2) set @t$,@t$+"Earth ";
+ if(getarg(1)==3) set @t$,@t$+"Fire ";
+ if(getarg(1)==4) set @t$,@t$+"Wind ";
+ if(getarg(1)>4) set @t$,@t$+"Strange ";
+ return @t$+getitemname(getarg(0))+"^000000";
+}
+
+
+//////////////////////////////////////////////////////////////////////////////////
+// *** Function "getJobName" //
+// [Usage] : callfunc("getJobName",Class); //
+//////////////////////////////////////////////////////////////////////////////////
+
+function script getJobName {
+ switch(getarg(0)){
+ case Job_Novice:
+ return "Novice";
+ case Job_Swordman:
+ return "Swordman";
+ case Job_Mage:
+ return "Magician";
+ case Job_Archer:
+ return "Archer";
+ case Job_Acolyte:
+ return "Acolyte";
+ case Job_Merchant:
+ return "Merchant";
+ case Job_Thief:
+ return "Thief";
+ case Job_Knight:
+ case Job_Knight2:
+ return "Knight";
+ case Job_Priest:
+ return "Priest";
+ case Job_Wizard:
+ return "Wizard";
+ case Job_Blacksmith:
+ return "Blacksmith";
+ case Job_Hunter:
+ return "Hunter";
+ case Job_Assassin:
+ return "Assassin";
+ case Job_Crusader:
+ case Job_Crusader2:
+ return "Crusader";
+ case Job_Monk:
+ return "Monk";
+ case Job_Sage:
+ return "Sage";
+ case Job_Rogue:
+ return "Rogue";
+ case Job_Alchem:
+ return "Alchemist";
+ case Job_Bard:
+ return "Bard";
+ case Job_Dancer:
+ return "Dancer";
+ case Job_SuperNovice:
+ return "Super Novice";
+ case Job_Gunslinger:
+ return "Gunsligner";
+ case Job_Ninja:
+ return "Ninja";
+ case Job_Xmas:
+ return "Xmas";
+ case Job_Novice_High:
+ return "Novice High";
+ case Job_Swordman_High:
+ return "Swordman High";
+ case Job_Mage_High:
+ return "Magician High";
+ case Job_Archer_High:
+ return "Archer High";
+ case Job_Acolyte_High:
+ return "Acolyte High";
+ case Job_Merchant_High:
+ return "Merchant High";
+ case Job_Thief_High:
+ return "Thief High";
+ case Job_Lord_Knight:
+ case Job_Lord_Knight2:
+ return "Lord Knight";
+ case Job_High_Priest:
+ return "High Priest";
+ case Job_High_Wizard:
+ return "High Wizard";
+ case Job_Whitesmith:
+ return "Whitesmith";
+ case Job_Sniper:
+ return "Sniper";
+ case Job_Assassin_Cross:
+ return "Assassin Cross";
+ case Job_Paladin:
+ case Job_Paladin2:
+ return "Paladin";
+ case Job_Champion:
+ return "Champion";
+ case Job_Professor:
+ return "Professor";
+ case Job_Stalker:
+ return "Stalker";
+ case Job_Creator:
+ return "Creator";
+ case Job_Clown:
+ return "Clown";
+ case Job_Gypsy:
+ return "Gypsy";
+ case Job_Baby:
+ return "Baby";
+ case Job_Baby_Swordman:
+ return "Baby Swordman";
+ case Job_Baby_Mage:
+ return "Baby Magician";
+ case Job_Baby_Archer:
+ return "Baby Archer";
+ case Job_Baby_Acolyte:
+ return "Baby Acolyte";
+ case Job_Baby_Merchant:
+ return "Baby Merchant";
+ case Job_Baby_Thief:
+ return "Baby Thief";
+ case Job_Baby_Knight:
+ case Job_Baby_Knight2:
+ return "Baby Knight";
+ case Job_Baby_Priest:
+ return "Baby Priest";
+ case Job_Baby_Wizard:
+ return "Baby Wizard";
+ case Job_Baby_Blacksmith:
+ return "Baby Blacksmith";
+ case Job_Baby_Hunter:
+ return "Baby Hunter";
+ case Job_Baby_Assassin:
+ return "Baby Assassin";
+ case Job_Baby_Crusader:
+ case Job_Baby_Crusader2:
+ return "Baby Crusader";
+ case Job_Baby_Monk:
+ return "Baby Monk";
+ case Job_Baby_Sage:
+ return "Baby Sage";
+ case Job_Baby_Rogue:
+ return "Baby Rogue";
+ case Job_Baby_Alchem:
+ return "Baby Alchemist";
+ case Job_Baby_Bard:
+ return "Baby Bard";
+ case Job_Baby_Dancer:
+ return "Baby Dancer";
+ case Job_Super_Baby:
+ return "Super Baby";
+ case Job_Taekwon:
+ if(Sex == 0)
+ return "Taekwon Girl";
+ else
+ return "Taekwon Boy";
+ case Job_Star_Gladiator:
+ case Job_Star_Gladiator2:
+ return "Star Gladiator";
+ case Job_Soul_Linker:
+ return "Soul Linker";
+ default:
+ return "omghaxor";
+ }
+}
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