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author | Andrei Karas <akaras@inbox.ru> | 2014-10-05 11:34:32 +0300 |
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committer | Andrei Karas <akaras@inbox.ru> | 2019-01-23 19:48:26 +0300 |
commit | b4a9ffe973b61995c81f2031a42c325d6790cd71 (patch) | |
tree | a3eee2d269206a4699c1821388217ae86e07f6bf /npc/other/Global_Functions.txt | |
parent | f313c660d91110d119953e1a861b4011721c377b (diff) | |
download | hercules-b4a9ffe973b61995c81f2031a42c325d6790cd71.tar.gz hercules-b4a9ffe973b61995c81f2031a42c325d6790cd71.tar.bz2 hercules-b4a9ffe973b61995c81f2031a42c325d6790cd71.tar.xz hercules-b4a9ffe973b61995c81f2031a42c325d6790cd71.zip |
Remove conf dir.
Diffstat (limited to 'npc/other/Global_Functions.txt')
-rw-r--r-- | npc/other/Global_Functions.txt | 477 |
1 files changed, 0 insertions, 477 deletions
diff --git a/npc/other/Global_Functions.txt b/npc/other/Global_Functions.txt deleted file mode 100644 index 904ed7165..000000000 --- a/npc/other/Global_Functions.txt +++ /dev/null @@ -1,477 +0,0 @@ -//================= Hercules Script ======================================= -//= _ _ _ -//= | | | | | | -//= | |_| | ___ _ __ ___ _ _| | ___ ___ -//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| -//= | | | | __/ | | (__| |_| | | __/\__ \ -//= \_| |_/\___|_| \___|\__,_|_|\___||___/ -//================= License =============================================== -//= This file is part of Hercules. -//= http://herc.ws - http://github.com/HerculesWS/Hercules -//= -//= Copyright (C) 2012-2015 Hercules Dev Team -//= Copyright (C) AnnieRuru -//= Copyright (C) Emistry -//= Copyright (C) Euphy -//= Copyright (C) Paradox924X -//= Copyright (C) L0ne_W0lf -//= Copyright (C) Evera -//= Copyright (C) kobra_k88 -//= Copyright (C) Lupus -//= -//= Hercules is free software: you can redistribute it and/or modify -//= it under the terms of the GNU General Public License as published by -//= the Free Software Foundation, either version 3 of the License, or -//= (at your option) any later version. -//= -//= This program is distributed in the hope that it will be useful, -//= but WITHOUT ANY WARRANTY; without even the implied warranty of -//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -//= GNU General Public License for more details. -//= -//= You should have received a copy of the GNU General Public License -//= along with this program. If not, see <http://www.gnu.org/licenses/>. -//========================================================================= -//= Global Functions -//================= Description =========================================== -//= General script functions. -//================= Current Version ======================================= -//= 2.20 -//========================================================================= - -//== Function F_InsertComma ================================ -// Returns a number with commas based on precision of digits and custom -// separator. -// callfunc "F_InsertComma",<number>{,<precision>,<separator>} -// Examples: -// callfunc("F_InsertComma",7777777) // returns "7,777,777" -// callfunc("F_InsertComma",1000000000,3,",") // returns "1,000,000,000" -// callfunc("F_InsertComma",1000000000,3,"_") // returns "1_000_000_000" -// callfunc("F_InsertComma",1000000000,4) // returns "10,0000,0000" -function script F_InsertComma { - .@value = getarg(0); - .@precision = getarg(1,3); - .@separator$ = getarg( 2,"," ); - - .@str$ = ""+.@value; - .@is_negative = ( .@value < 0 ); - - .@length = getstrlen( .@str$ ) - .@precision - .@is_negative; - while ( .@length > 0 ) { - .@str$ = insertchar( .@str$, .@separator$ , ( .@length + .@is_negative ) ); - .@length -= .@precision; - } - return .@str$; -} - -//== Function F_ClearJobVar ================================ -// Clears job quest variables -function script F_ClearJobVar { - // Misc --------------------------------- - JBLVL = 0; - FIRSTAID = 0; - PLAYDEAD = 0; - got_bandage = 0; - got_novnametag = 0; - // First Class Jobs --------------------- - job_acolyte_q = 0; job_acolyte_q2 = 0; - job_archer_q = 0; - job_magician_q = 0; - job_merchant_q = 0; job_merchant_q2 = 0; job_merchant_q3 = 0; - job_sword_q = 0; SWTEST = 0; - job_thief_q = 0; - // Super Novice - SUPNOV_Q = 0; - // 2-1 Jobs ------------------------------ - ASSIN_Q = 0; ASSIN_Q2 = 0; ASSIN_Q3 = 0; - BSMITH_Q = 0; BSMITH_Q2 = 0; - HNTR_Q = 0; HNTR_Q2 = 0; - KNIGHT_Q = 0; KNIGHT_Q2 = 0; - PRIEST_Q = 0; PRIEST_Q2 = 0; PRIEST_Q3 = 0; - WIZ_Q = 0; WIZ_Q2 = 0; - // 2-2 Jobs ------------------------------ - ROGUE_Q = 0; ROGUE_Q2 = 0; - ALCH_Q = 0; ALCH_Q2 = 0; - CRUS_Q = 0; - MONK_Q = 0; JOB_MONK_C = 0; - SAGE_Q = 0; SAGE_Q2 = 0; - DANC_Q = 0; - BARD_Q = 0; - // Extended Classes - TAEK_Q = 0; TK_Q = 0; - STGL_Q = 0; - SOUL_Q = 0; - GUNS_Q = 0; - 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) MISC_QUEST |= 65536; - if(MISC_QUEST & 65536) TURTLE = 0; //now clear the var if the quest is over - //Clear previously saved Quest Skills (now it isn't used) - ADV_QSK = 0; - ADV_QSK2 = 0; - //Old Seset Skill Event used to use RES_SKILL var - RES_SKILL = 0; - //Here you put outdated variables from your outdated EVENTS - //e.g. Is XMAS done? Add the EVENT var clearing code here. - - //due to bugs in BS quest: - wizard_m2 = 0; - - // Old Novice Ground Variables. - NEW_MES_FLAG0 = 0; - NEW_MES_FLAG1 = 0; - NEW_MES_FLAG2 = 0; - NEW_MES_FLAG3 = 0; - NEW_MES_FLAG4 = 0; - NEW_MES_FLAG5 = 0; - NEW_LVUP0 = 0; - NEW_LVUP1 = 0; - NEW_JOBLVUP = 0; - - // Old DTS variables that are no longer used. - dtseligible = 0; - MISC_QUEST = MISC_QUEST & ~128; - - return; -} - -//== Function Job_Change =================================== -// Used in REBIRTH scripts -function script Job_Change { - jobchange getarg(0),Upper; //Jobchange based on Upper - logmes "CLASS CHANGE: " +strcharinfo(PC_NAME)+ " become a "+jobname(Class); - return; -} - -//== Function F_Rand ======================================= -// Returns a random argument -// Example: (see also F_Bye or F_Hi functions) -// .@itemIDfromList = callfunc("F_Rand",1129,1222,1163,1357,1360,1522,1811,1410); -function script F_Rand { - return getarg(rand(getargcount())); -} - -//== Function F_Hi ========================================= -// Returns random HELLO message -function script F_Hi { - return callfunc("F_Rand","Hi!","Hello!","Good day!","How are you?","Hello there."); -} - -//== Function F_Bye ======================================== -// Returns random BYE message -function script F_Bye { - return callfunc("F_Rand","Bye. See you again.","Later.","Goodbye.","Good luck!","Have a nice day!","Byebye!!!"); -} - -//== Function F_ItemName =================================== -// Returns expanded item name string -// Arguments: -// - 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 { - if(getarg(3)) - .@t$ += "+"+getarg(3)+" "; - switch(getarg(2)) { - case 0: break; - case 1: .@t$ += "VS "; break; - case 2: .@t$ += "VVS "; break; - case 3: .@t$ += "VVVS "; break; - default: .@t$ += getarg(2)+"xVS "; break; - } - switch(getarg(1)) { - case 1: .@t$ += "Ice "; break; - case 2: .@t$ += "Earth "; break; - case 3: .@t$ += "Fire "; break; - case 4: .@t$ += "Wind "; break; - default: .@t$ += "Strange "; break; - } - return "^000090"+.@t$+getitemname(getarg(0))+"^000000"; -} - -//== Function F_SaveQuestSkills ============================ -// Stores learned quest skills -function script F_SaveQuestSkills { - ADV_QSK = 0; ADV_QSK2 = 0; - //1st classes quest skills - for (.@i = 0; .@i < 14; ++.@i) { - if(getskilllv(144+.@i)) ADV_QSK |= (2 ** .@i); - } - //2nd classes quest skills - for (.@i = 0; .@i < 19; ++.@i) { - if(getskilllv(1001+.@i)) ADV_QSK2 |= (2 ** .@i); - } - return; -} - -//== Function F_Load1Skills ================================ -// Restores learned 1st class quest skills -function script F_Load1Skills { - //1st classes quest skills - for(.@i = 0; .@i < 14; ++.@i) { - if(ADV_QSK|(2 ** .@i) == ADV_QSK) skill 144+.@i,1,0; - } - ADV_QSK = 0; //Clear var - return; -} - -//== Function F_Load2Skills ================================ -// Restores learned 2nd class quest skills -function script F_Load2Skills { - //2nd classes quest skills - for (.@i = 0; .@i < 19; ++.@i) { - if(ADV_QSK2|(2 ** .@i) == ADV_QSK2) skill 1001+.@i,1,0; - } - ADV_QSK2 = 0; //Clear var - return; -} - -//== Function F_GetWeaponType ============================== -// Determines weapon type by subtype -function script F_GetWeaponType { - if (getiteminfo(getarg(0), ITEMINFO_TYPE) != IT_WEAPON) - return "Not a weapon"; - - switch (getiteminfo(getarg(0), ITEMINFO_SUBTYPE)) { - case W_DAGGER: return "Dagger"; break; - case W_1HSWORD: return "One-handed Sword"; break; - case W_2HSWORD: return "Two-handed Sword"; break; - case W_1HSPEAR: return "One-handed Spear"; break; - case W_2HSPEAR: return "Two-handed Spear"; break; - case W_1HAXE: return "One-handed Axe"; break; - case W_2HAXE: return "Two-handed Axe"; break; - case W_MACE: return "Mace"; break; - //case W_2HMACE: return "Two-handed Mace"; break; // Unused - case W_STAFF: return "Staff"; break; - case W_BOW: return "Bow"; break; - case W_KNUCKLE: return "Knuckle"; break; - case W_MUSICAL: return "Instrument"; break; - case W_WHIP: return "Whip"; break; - case W_BOOK: return "Book"; break; - case W_KATAR: return "Katar"; break; - case W_REVOLVER: return "Revolver"; break; - case W_RIFLE: return "Rifle"; break; - case W_GATLING: return "Gatling gun"; break; - case W_SHOTGUN: return "Shotgun"; break; - case W_GRENADE: return "Grenade Launcher"; break; - case W_HUUMA: return "Shuriken"; break; - case W_2HSTAFF: return "Two-handed Staff"; break; - default: return "Unable to Determine Equip Type"; break; - } - end; -} - -//== Function F_GetAmmoType ================================ -// Determines ammunition type by subtype -function script F_GetAmmoType { - if (getiteminfo(getarg(0), ITEMINFO_TYPE) != IT_AMMO) - return "Not an ammunition"; - - switch (getiteminfo(getarg(0), ITEMINFO_SUBTYPE)) { - case A_ARROW: return "Arrow"; break; - case A_DAGGER: return "Throwing Dagger"; break; - case A_BULLET: return "Bullet"; break; - case A_SHELL: return "Shell"; break; - case A_GRENADE: return "Grenade"; break; - case A_SHURIKEN: return "Huuma Shuriken"; break; - case A_KUNAI: return "Kunai"; break; - case A_CANNONBALL: return "Cannon Ball"; break; - case A_THROWWEAPON: return "Throwing Weapon"; break; - default: return "Unable to Determine Ammunition Type"; break; - } - end; -} - -//== Function F_GetArmorType =============================== -// Determines equipment type by equip location -function script F_GetArmorType { - switch (getiteminfo(getarg(0), ITEMINFO_TYPE)) { - case IT_WEAPON: - return callfunc("F_GetWeaponType", getarg(0)); - case IT_AMMO: - return callfunc("F_GetAmmoType", getarg(0)); - case IT_ARMOR: - break; - default: - return "Unknown Equip Type"; - } - - .@loc = getiteminfo(getarg(0), ITEMINFO_LOC); - - if ((.@loc & EQP_HELM) != 0) { - .@name$ = ""; - if ((.@loc & EQP_HEAD_TOP) != 0) { - .@name$ += "Top"; - } - if ((.@loc & EQP_HEAD_MID) != 0) { - if ((.@loc & EQP_HEAD_TOP) != 0) - .@name$ += " + "; - .@name$ += "Middle"; - } - if ((.@loc & EQP_HEAD_LOW) != 0) { - if ((.@loc & (EQP_HEAD_TOP | EQP_HEAD_MID)) != 0) - .@name$ += " + "; - .@name$ += "Lower"; - } - .@name$ += " Headgear"; - return .@name$; - } - if ((.@loc & EQP_GARMENT) != 0) - return "Garment"; - if ((.@loc & EQP_ACC) != 0) - return "Accessory"; - if ((.@loc & EQP_ARMOR) != 0) - return "Armor"; - if ((.@loc & EQP_SHIELD) != 0) - return "Shield"; - if ((.@loc & EQP_SHOES) != 0) - return "Shoes"; - if ((.@loc & EQP_COSTUE_GARMENT) != 0) - return "Costume Garment"; - if ((.@loc & EQP_COSTUME) != 0) { - .@name = "Costume "; - if ((.@loc & EQP_COSTUME_HEAD_TOP) != 0) { - .@name$ += "Top"; - } - if ((.@loc & EQP_COSTUME_HEAD_MID) != 0) { - if ((.@loc & EQP_COSTUME_HEAD_TOP) != 0) - .@name$ += " + "; - .@name$ += "Middle"; - } - if ((.@loc & EQP_COSTUME_HEAD_LOW) != 0) { - if ((.@loc & (EQP_COSTUME_HEAD_TOP | EQP_COSTUME_HEAD_MID)) != 0) - .@name$ += " + "; - .@name$ += "Lower"; - } - .@name$ += " Headgear"; - return .@name$; - } - if ((.@loc & EQP_SHADOW_ARMOR) != 0) - return "Shadow Armor"; - if ((.@loc & EQP_SHADOW_WEAPON) != 0) - return "Shadow Weapon"; - if ((.@loc & EQP_SHADOW_SHIELD) != 0) - return "Shadow Shield"; - if ((.@loc & EQP_SHADOW_SHOES) != 0) - return "Shadow Shoes"; - if ((.@loc & EQP_SHADOW_ACC) != 0) - return "Shadow Accessory"; - - return "Unknown Equip Type"; -} - -//== Function Time2Str ===================================== -// Time calculation Function -function script Time2Str { - .@time_left = getarg(0) - gettimetick(2); - - .@Days = .@time_left / 86400; - .@time_left -= (.@Days * 86400); - .@Hours = .@time_left / 3600; - .@time_left -= (.@Hours * 3600); - .@Minutes = .@time_left / 60; - .@time_left -= (.@Minutes * 60); - - .@Time$ = ""; - if( .@Days > 1 ) - .@Time$ += .@Days + " days, "; - else if( .@Days > 0 ) - .@Time$ += .@Days + " day, "; - - if( .@Hours > 1 ) - .@Time$ += .@Hours + " hours, "; - else if( .@Hours > 0 ) - .@Time$ += .@Hours + " hour, "; - - if( .@Minutes > 1 ) - .@Time$ += .@Minutes + " minutes, "; - else if( .@Minutes > 0 ) - .@Time$ += .@Minutes + " minute, "; - - if( .@time_left > 1 || .@time_left == 0 ) - .@Time$ += .@time_left + " seconds"; - else if( .@time_left == 1 ) - .@Time$ += .@time_left + " second"; - - return .@Time$; -} - -//== Function F_ShuffleNumbers ============================= -// Generate a set of numbers in random order that the numbers are not repeated -// callfunc "F_ShuffleNumbers",<start num>,<last num>,<output array>{,<count>}; -// Examples: -// callfunc("F_ShuffleNumbers", 0, 5, .@output) // possible output 4,1,3,2,0,5 -// callfunc("F_ShuffleNumbers", -5, 1, .@output) // possible output -3,-5,-4,-2,-1,1,0 -// callfunc("F_ShuffleNumbers", 0, 100, .@output, 5) // possible output 9,55,27,84,33 -// Reminder: Use *freeloop command when appropriate ! -function script F_ShuffleNumbers { - deletearray getarg(2); - .@static = getarg(0); - .@range = getarg(1) +1 - .@static; - .@count = getarg(3, .@range); - if (.@range <= 0 || .@count <= 0) - return 0; - if (.@count > .@range) - .@count = .@range; - for (.@i = 0; .@i < .@range; ++.@i) - .@temparray[.@i] = .@i; - for (.@i = 0; .@i < .@count; ++.@i) { - .@rand = rand(.@range); - set getelementofarray( getarg(2), .@i ), .@temparray[.@rand] + .@static; - .@temparray[.@rand] = .@temparray[--.@range]; - } - return .@count; -} - -//== Function F_MesColor =================================== -// Function to colorize npc dialog without having to memorize the color code -// Examples: -// mes callfunc("F_MesColor", C_BLUE) +"This message is now in BLUE"; -function script F_MesColor { - return sprintf("^%06X", min(getarg(0), 0xFFFFFF)); -} - -//== Function F_GetTradeRestriction ======================== -// Function to get item trade restriction -// Examples: -// mes "Red Potion Restriction: "+ callfunc("F_GetTradeRestriction", Red_Potion); -function script F_GetTradeRestriction { - .@trade = getiteminfo(getarg(0), ITEMINFO_TRADE); - - if (.@trade == 0) { - return "None"; - } - .@trade$ = ""; - if (.@trade & ITR_NODROP) { - .@trade$ += "NoDrop|"; - } - if (.@trade & ITR_NOTRADE) { - .@trade$ += "NoTrade|"; - } - if (.@trade & ITR_PARTNEROVERRIDE) { - .@trade$ += "PartnerOverride|"; - } - if (.@trade & ITR_NOSELLTONPC) { - .@trade$ += "NoSellToNpc|"; - } - if (.@trade & ITR_NOSTORAGE) { - .@trade$ += "NoStorage|"; - } - if (.@trade & ITR_NOGSTORAGE) { - .@trade$ += "NoGuildStorage|"; - } - if (.@trade & ITR_NOMAIL) { - .@trade$ += "NoMail|"; - } - if (.@trade & ITR_NOAUCTION) { - .@trade$ += "NoAuction|"; - } -} |