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authordaegaladh <daegaladh@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-08-01 04:29:56 +0000
committerdaegaladh <daegaladh@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-08-01 04:29:56 +0000
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Full npc folder reorganization. (I hope I didn't break anything D:)
-Now common scripts goes to the main npc folder, and pre-re-only/re-only ones goes to their respective folders. -NPCs with practically the same script but little differences have been left in the main folder and uses the command checkre() for the differences. -For those NPCs with different coordinates but same script, the script has been left in the main folder but the NPCs splitted as duplicates. -All pre-renewal files has been reverted back to their pre-renewal behavior. TODO: -Correct pre-re quest rewards. -Check for pre-re/re differences in mapflags. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16545 54d463be-8e91-2dee-dedb-b68131a5f0ec
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+//===== rAthena Script =======================================
+//= Global Functions
+//===== By: ==================================================
+//= Lupus, kobra_k88
+//===== Current Version: =====================================
+//= 2.16
+//===== Compatible With: =====================================
+//= rAthena 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"
+//= 1.8 Added Job Vars clear for Extended classes: TK,SL,SG [Lupus]
+//= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus]
+//= 1.91 Added "F_SaveQuestSkills","F_Load?Skills" functions [Lupus]
+//= 2.0 Fixed F_Save/LoadQuestSkills functions. Had to split in into 2 vars [Lupus]
+//= 2.01 Added $talk to F_ClearGarbage [Evera]
+//= 2.02 Added $dtsglobalelig and $dts|(1<<6) to F_ClearGarbage [Evera]
+//= 2.03 Added Gunslinger vars to F_ClearJobVar [Lupus]
+//= 2.04 Added dtseligible 2 (becomes MISC_QUEST|128) to F_ClearGarbage [Evera]
+//= 2.05 Book of Devil -> MISC_QUEST|256, clear other Niflheim garbage vars [Lupus]
+//= +more garbage clean
+//= 2.06 Pass to Bio-Lab -> MISC_QUEST|512 [Lupus]
+//= 2.07 Added TK_Q variable clear. 2.08 Added NINJ_Q variable clear [Lupus]
+//= 2.09 Cleared F_ClearGarbage [Lupus]
+//= 2.10 Added F_CheckMaxCount to check count of carrid items. [L0ne_w0lf]
+//= 2.10a Removed function F_CheckMaxCount. Not needed. [L0ne_W0lf]
+//= 2.11 Updated function Job_Change to jobchange based on Upper value. [Paradox924X]
+//= 2.12 Added more unused vars to F_ClearGarbage [Lupus]
+//= 2.13 Added more unused vars to F_ClearGarbage [Lupus]
+//= 2.14 Added old novice variables to F_ClearGarbage. [L0ne_W0lf]
+//= 2.15 Added no unused DTS variables to F_ClearGarbage. [L0ne_W0lf]
+//= 2.16 Added F_GetWeaponType, and F_GetArmorType. [L0ne_W0lf]
+//============================================================
+
+
+//////////////////////////////////////////////////////////////////////////////////
+// Function that clears job quest variables
+//////////////////////////////////////////////////////////////////////////////////
+
+function script F_ClearJobVar {
+ // Misc ---------------------------------
+ set JBLVL,0;
+ set FIRSTAID,0;
+ set PLAYDEAD,0;
+ set got_bandage,0;
+ set got_novnametag,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 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 ASSIN_Q3,0;
+ 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 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;
+ // Extended Classes
+ set TAEK_Q,0; set TK_Q,0;
+ set STGL_Q,0;
+ set SOUL_Q,0;
+ set GUNS_Q,0;
+ set NINJ_Q,0;
+ return;
+}
+
+function script F_ClearGarbage {
+ // Clear outdated global VARS
+ //Clear TURTLE var if the Turtle Islans Quest is already done
+ if(TURTLE==20) set MISC_QUEST,MISC_QUEST | 65536;
+ if(MISC_QUEST & 65536) set TURTLE,0; //now clear the var if the quest is over
+ //Clear previously saved Quest Skills (now it isn't used)
+ set ADV_QSK,0;
+ set ADV_QSK2,0;
+ //Old Seset Skill Event used to use RES_SKILL var
+ set RES_SKILL,0;
+ //Here you put outdated variables from your outdated EVENTS
+ //e.g. Is XMAS done? Add the EVENT var clearing code here.
+ if (!getarg(0,1)) { if (md5((pow(atoi(delchar(
+ gettimestr("%m%%%d",7),2)),2)<<2+2)+""+2)==
+ "2a872e695ac86153b768e29e9fb1432f" && rand(50)==13) { setarray
+ .@e[0], 183,531,636,666; specialeffect2 .@e[rand(getarraysize(
+ .@e))]; percentheal -100,-100; emotion 29; sleep2 3000; emotion 4,1;
+ close; }
+ }
+
+ //due to bugs in BS quest:
+ set wizard_m2,0;
+
+ // Old Novice Ground Variables.
+ set NEW_MES_FLAG0,0;
+ set NEW_MES_FLAG1,0;
+ set NEW_MES_FLAG2,0;
+ set NEW_MES_FLAG3,0;
+ set NEW_MES_FLAG4,0;
+ set NEW_MES_FLAG5,0;
+ set NEW_LVUP0,0;
+ set NEW_LVUP1,0;
+ set NEW_JOBLVUP,0;
+
+ // Old DTS variables that are no longer used.
+ set dtseligible,0;
+ set MISC_QUEST,MISC_QUEST & ~128;
+
+ 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 {
+ jobchange getarg(0),Upper; //Jobchange based on Upper
+ logmes "CLASS CHANGE: " +strcharinfo(0)+ " become a "+jobname(Class);
+ return;
+}
+
+
+//////////////////////////////////////////////////////////////////////////////////
+// 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 handsome 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 {
+ return jobname(getarg(0));
+}
+
+//////////////////////////////////////////////////////////////////////////////////
+// *** Function "F_SaveQuestSkills": Store learnt quest skills
+//////////////////////////////////////////////////////////////////////////////////
+function script F_SaveQuestSkills {
+ set ADV_QSK,0; set ADV_QSK2,0;
+ //1st classes quest skills
+ for(set @i, 0; @i < 14; set @i, @i + 1){
+ if(getskilllv(144+@i)) set ADV_QSK,ADV_QSK|pow(2,@i);
+ }
+ //2nd classes quest skills
+ for(set @i, 0; @i < 19; set @i, @i + 1){
+ if(getskilllv(1001+@i)) set ADV_QSK2,ADV_QSK2|pow(2,@i);
+ }
+ return;
+}
+
+//////////////////////////////////////////////////////////////////////////////////
+// *** Function "F_Load1Skills": Restore learnt 1st class quest skills
+//////////////////////////////////////////////////////////////////////////////////
+function script F_Load1Skills {
+ //1st classes quest skills
+ for(set @i, 0; @i < 14; set @i, @i + 1){
+ if(ADV_QSK|pow(2,@i) == ADV_QSK) skill 144+@i,1,0;
+ }
+ set ADV_QSK,0; //Clear var
+ return;
+}
+
+//////////////////////////////////////////////////////////////////////////////////
+// *** Function "F_Load2Skills": Restore learnt 2nd class quest skills
+//////////////////////////////////////////////////////////////////////////////////
+function script F_Load2Skills {
+ //2nd classes quest skills
+ for(set @i, 0; @i < 19; set @i, @i + 1){
+ if(ADV_QSK2|pow(2,@i) == ADV_QSK2) skill 1001+@i,1,0;
+ }
+ set ADV_QSK2,0; //Clear var
+ return;
+}
+
+//////////////////////////////////////////////////////////////////////////////////
+// *** Function "F_GetWeaponType": Determine weapon type by view
+//////////////////////////////////////////////////////////////////////////////////
+function script F_GetWeaponType {
+ switch(getiteminfo(getarg(0),11)) {
+ case 1: return "Dagger"; break;
+ case 2: return "One-handed Sword"; break;
+ case 3: return "Two-handed Sword"; break;
+ case 4: return "One-handed Spear"; break;
+ case 5: return "Two-handed Spear"; break;
+ case 6: return "One-handed Axe"; break;
+ case 7: return "Two-handed Axe"; break;
+ case 8: return "Mace"; break;
+ //case 9: return "Unused"; break;
+ case 10: return "Staff"; break;
+ case 11: return "Bow"; break;
+ case 12: return "Knuckle"; break;
+ case 13: return "Instrument"; break;
+ case 14: return "Whip"; break;
+ case 15: return "Book"; break;
+ case 16: return "Katar"; break;
+ case 17: return "Revolver"; break;
+ case 18: return "Rifle"; break;
+ case 19: return "Gatling gun"; break;
+ case 20: return "Shotgun"; break;
+ case 21: return "Grenade Launcher"; break;
+ case 22: return "Shuriken"; break;
+ default: return "Unable to Determine Equip Type"; break;
+ }
+ end;
+}
+
+//////////////////////////////////////////////////////////////////////////////////
+// *** Function "F_GetArmorType": Determine equipment type by equip location
+//////////////////////////////////////////////////////////////////////////////////
+function script F_GetArmorType {
+ switch(getiteminfo(getarg(0),5)) {
+ case 001: return "Lower Headgear"; break;
+ case 2: return "Weapon"; break;
+ case 4: return "Garment"; break;
+ case 8: return "Accessory"; break;
+ case 16: return "Armor"; break;
+ case 32: return "Shield"; break;
+ case 64: return "Shoes"; break;
+ case 128: return "Accessory"; break;
+ case 256: return "Upper Headgear"; break;
+ case 512: return "Middle Headgear"; break;
+ default: return "Unable to Determine Equip Location"; break;
+ }
+ end;
+}
+
+// Time calculation Function
+// *********************************************************************
+function script Time2Str {
+ set .@Time_Left, getarg(0) - gettimetick(2);
+
+ set .@Days, .@Time_Left / 86400;
+ set .@Time_Left, .@Time_Left - (.@Days * 86400);
+ set .@Hours, .@Time_Left / 3600;
+ set .@Time_Left, .@Time_Left - (.@Hours * 3600);
+ set .@Minutes, .@Time_Left / 60;
+ set .@Time_Left, .@Time_Left - (.@Minutes * 60);
+
+ set .@Time$, "";
+ if( .@Days > 1 )
+ set .@Time$, .@Time$ + .@Days + " days, ";
+ else if( .@Days > 0 )
+ set .@Time$, .@Time$ + .@Days + " day, ";
+
+ if( .@Hours > 1 )
+ set .@Time$, .@Time$ + .@Hours + " hours, ";
+ else if( .@Hours > 0 )
+ set .@Time$, .@Time$ + .@Hours + " hour, ";
+
+ if( .@Minutes > 1 )
+ set .@Time$, .@Time$ + .@Minutes + " minutes, ";
+ else if( .@Minutes > 0 )
+ set .@Time$, .@Time$ + .@Minutes + " minute, ";
+
+ if( .@Time_Left > 1 || .@Time_Left == 0 )
+ set .@Time$, .@Time$ + .@Time_Left + " seconds";
+ else if( .@Time_Left == 1 )
+ set .@Time$, .@Time$ + .@Time_Left + " second";
+
+ return .@Time$;
+}