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-//===== rAthena Script =======================================
-//= Global functions
-//===== By: ==================================================
-//= Skotlex
-//===== Current Version: =====================================
-//= 1.5
-//===== Compatible With: =====================================
-//= rAthena 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_Alchemist:
- 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_Alchemist:
- 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_Alchemist:
- 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;
- }
-}