diff options
Diffstat (limited to 'npc/other/Global_Functions.txt')
-rw-r--r-- | npc/other/Global_Functions.txt | 95 |
1 files changed, 12 insertions, 83 deletions
diff --git a/npc/other/Global_Functions.txt b/npc/other/Global_Functions.txt index c19074bb1..a5736fe77 100644 --- a/npc/other/Global_Functions.txt +++ b/npc/other/Global_Functions.txt @@ -3,7 +3,7 @@ //===== By: ================================================== //= Lupus, kobra_k88 //===== Current Version: ===================================== -//= 2.11 +//= 2.12 //===== Compatible With: ===================================== //= eAthena 1.0 //===== Description: ========================================= @@ -34,6 +34,7 @@ //= 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] //============================================================ @@ -83,11 +84,16 @@ function script F_ClearJobVar { function script F_ClearGarbage { // Clear outdated global VARS - //Shinkskas Quest garbage - if(Shinokas_Quest > 7){ - set ein_scientist,0; - set ein_stuff,0; - } + //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ADV_QSK,0; + set ADV_QSK2,0; + //Old Seset Skill Event used to use RES_SKILL var + set RES_SKILL,0; + //Here you put outdated variables from your outdated EVENTS + //e.g. Is XMAS done?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. return; } @@ -106,83 +112,6 @@ function script Job_Change { ////////////////////////////////////////////////////////////////////////////////// -// 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_Alchemist ); -} - - -////////////////////////////////////////////////////////////////////////////////// -// 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] ////////////////////////////////////////////////////////////////////////////////// |