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Diffstat (limited to 'npc/other/Global_Functions.txt')
-rw-r--r-- | npc/other/Global_Functions.txt | 343 |
1 files changed, 0 insertions, 343 deletions
diff --git a/npc/other/Global_Functions.txt b/npc/other/Global_Functions.txt deleted file mode 100644 index 4e9060419..000000000 --- a/npc/other/Global_Functions.txt +++ /dev/null @@ -1,343 +0,0 @@ -//===== Hercules Script ====================================== -//= Global Functions -//===== By: ================================================== -//= Lupus, kobra_k88 -//===== Current Version: ===================================== -//= 2.18 -//===== Description: ========================================= -//= General script functions. -//===== 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-//= 1.8 Added Job Vars clear for Extended classes: TK,SL,SG [Lupus] -//= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus] -//= 1.91 Added "F_SaveQuestSkills","F_Load?Skills" functions [Lupus] -//= 2.0 Fixed F_Save/LoadQuestSkills functions.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] -//= 2.17 Renamed 'F_RandMes' to 'F_Rand'. [Euphy] -//= 2.18 Removed useless 'getJobName' function. [Euphy] -//============================================================ - - -////////////////////////////////////////////////////////////////////////////////// -// Function that 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; -} - -////////////////////////////////////////////////////////////////////////////////// -// 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_Rand" -////////////////////////////////////////////////////////////////////////////////// -//returns random argument -// Example: check F_Bye or F_Hi functions -// READ AND THINK: You can use it to pick a random number from a list: -// @itemIDfromList = callfunc("F_Rand",1129,1222,1163,1357,1360,1522,1811,1410); - -function script F_Rand { - return getarg(rand(getargcount())); -} - - -////////////////////////////////////////////////////////////////////////////////// -// *** Function "F_Sex" -////////////////////////////////////////////////////////////////////////////////// -//returns 1st argument if female, 2nd argument 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_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 -//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 { - 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": Store learnt 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 |= pow(2,.@i); - } - //2nd classes quest skills - for (.@i = 0; .@i < 19; ++.@i) { - if(getskilllv(1001+.@i)) ADV_QSK2 |= pow(2,.@i); - } - return; -} - -////////////////////////////////////////////////////////////////////////////////// -// *** Function "F_Load1Skills": Restore learnt 1st class quest skills -////////////////////////////////////////////////////////////////////////////////// -function script F_Load1Skills { - //1st classes quest skills - for(.@i = 0; .@i < 14; ++.@i) { - if(ADV_QSK|pow(2,.@i) == ADV_QSK) skill 144+.@i,1,0; - } - ADV_QSK = 0; //Clear var - return; -} - -////////////////////////////////////////////////////////////////////////////////// -// *** Function "F_Load2Skills": Restore learnt 2nd class quest skills -////////////////////////////////////////////////////////////////////////////////// -function script F_Load2Skills { - //2nd classes quest skills - for (.@i = 0; .@i < 19; ++.@i) { - if(ADV_QSK2|pow(2,.@i) == ADV_QSK2) skill 1001+.@i,1,0; - } - 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 { - .@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$; -} |