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-//================= 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$;
-}
-
-//== Function F_ShuffleNumbers =============================
-// Generate a set of numbers in random order that the numbers are not repeated
-// callfunc "F_ShuffleNumbers",<start num>,<last num>,<output array>{,<count>};
-// Examples:
-// callfunc("F_ShuffleNumbers", 0, 5, .@output) // possible output 4,1,3,2,0,5
-// callfunc("F_ShuffleNumbers", -5, 1, .@output) // possible output -3,-5,-4,-2,-1,1,0
-// callfunc("F_ShuffleNumbers", 0, 100, .@output, 5) // possible output 9,55,27,84,33
-// Reminder: Use *freeloop command when appropriate !
-function script F_ShuffleNumbers {
- deletearray getarg(2);
- .@static = getarg(0);
- .@range = getarg(1) +1 - .@static;
- .@count = getarg(3, .@range);
- if (.@range <= 0 || .@count <= 0)
- return 0;
- if (.@count > .@range)
- .@count = .@range;
- for (.@i = 0; .@i < .@range; ++.@i)
- .@temparray[.@i] = .@i;
- for (.@i = 0; .@i < .@count; ++.@i) {
- .@rand = rand(.@range);
- set getelementofarray( getarg(2), .@i ), .@temparray[.@rand] + .@static;
- .@temparray[.@rand] = .@temparray[--.@range];
- }
- return .@count;
-}
-
-//== Function F_MesColor ===================================
-// Function to colorize npc dialog without having to memorize the color code
-// Examples:
-// mesf("%sThis message is now in BLUE.", F_MesColor(C_BLUE));
-function script F_MesColor {
- return sprintf("^%06X", min(getarg(0), 0xFFFFFF));
-}
-
-//== Function F_GetTradeRestriction ========================
-// Function to get item trade restriction
-// Examples:
-// mes "Red Potion Restriction: "+ callfunc("F_GetTradeRestriction", Red_Potion);
-function script F_GetTradeRestriction {
- .@trade = getiteminfo(getarg(0), ITEMINFO_TRADE);
-
- if (.@trade == 0)
- return "None";
- .@trade$ = "";
- 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|";
- return .@trade$;
-}
-
-//== Function F_MesItemInfo ===================================
-// Show the item name and a clickable link for the item description
-// Only works with mes and mesf, does not work in menu/select
-function script F_MesItemInfo {
- .@item = getarg(0);
- .@itemname$ = getitemname(.@item);
- if (.@itemname$ != "null") {
- .@itemslot = getitemslots(.@item);
- if (.@itemslot)
- .@itemname$ = sprintf("%s [%d]", .@itemname$, .@itemslot);
- }
- else
- .@itemname$ = "Unknown Item";
- if (PACKETVER >= 20150729)
- return sprintf("<ITEM>%s<INFO>%d</INFO></ITEM>", .@itemname$, .@item);
- else if (PACKETVER >= 20130130)
- return sprintf("<ITEMLINK>%s<INFO>%d</INFO></ITEMLINK>", .@itemname$, .@item);
- else
- return .@itemname$;
-}