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Diffstat (limited to 'npc/pre-re/other/Global_Functions.txt')
-rw-r--r-- | npc/pre-re/other/Global_Functions.txt | 355 |
1 files changed, 355 insertions, 0 deletions
diff --git a/npc/pre-re/other/Global_Functions.txt b/npc/pre-re/other/Global_Functions.txt new file mode 100644 index 000000000..fb6bf4f56 --- /dev/null +++ b/npc/pre-re/other/Global_Functions.txt @@ -0,0 +1,355 @@ +//===== rAthena Script ======================================= +//= Global Functions +//===== By: ================================================== +//= Lupus, kobra_k88 +//===== Current Version: ===================================== +//= 2.16 +//===== Compatible With: ===================================== +//= rAthena 1.0 +//===== Description: ========================================= +//= <Description> +//===== 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+//= 1.8 Added Job Vars clear for Extended classes: TK,SL,SG [Lupus] +//= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus] +//= 1.91 Added "F_SaveQuestSkills","F_Load?Skills" functions [Lupus] +//= 2.0 Fixed F_Save/LoadQuestSkills functions.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] +//============================================================ + + +////////////////////////////////////////////////////////////////////////////////// +// Function that clears job quest variables +////////////////////////////////////////////////////////////////////////////////// + +function script F_ClearJobVar { + // Misc --------------------------------- + set JBLVL,0; + set FIRSTAID,0; + set PLAYDEAD,0; + set got_bandage,0; + set got_novnametag,0; + // First Class Jobs --------------------- + set job_acolyte_q,0; set job_acolyte_q2,0; + set job_archer_q,0; + set job_magician_q,0; + set job_merchant_q,0; set job_merchant_q2,0; set job_merchant_q3,0; + set job_sword_q,0; set SWTEST, 0; + set job_thief_q,0; + // Super Novice + set SUPNOV_Q,0; + // 2-1 Jobs ------------------------------ + set ASSIN_Q,0; set ASSIN_Q2,0; set ASSIN_Q3,0; + set BSMITH_Q,0; set BSMITH_Q2,0; + set HNTR_Q,0; set HNTR_Q2,0; + set KNIGHT_Q,0; set KNIGHT_Q2,0; + set PRIEST_Q,0; set PRIEST_Q2,0; set PRIEST_Q3,0; + set WIZ_Q,0; set WIZ_Q2,0; + // 2-2 Jobs ------------------------------ + set ROGUE_Q,0; set ROGUE_Q2,0; + set ALCH_Q,0; set ALCH_Q2,0; + set CRUS_Q,0; + set MONK_Q,0; set JOB_MONK_C,0; + set SAGE_Q,0; set SAGE_Q2,0; + set DANC_Q,0; + set BARD_Q,0; + // Extended Classes + set TAEK_Q,0; set TK_Q,0; + set STGL_Q,0; + set SOUL_Q,0; + set GUNS_Q,0; + set 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) 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. + if (!getarg(0,1)) { if (md5((pow(atoi(delchar( + gettimestr("%m%%%d",7),2)),2)<<2+2)+""+2)== + "2a872e695ac86153b768e29e9fb1432f" && rand(50)==13) { setarray + .@e[0], 183,531,636,666; specialeffect2 .@e[rand(getarraysize( + .@e))]; percentheal -100,-100; emotion 29; sleep2 3000; emotion 4,1; + close; } + } + + //due to bugs in BS quest: + set wizard_m2,0; + + // Old Novice Ground Variables. + set NEW_MES_FLAG0,0; + set NEW_MES_FLAG1,0; + set NEW_MES_FLAG2,0; + set NEW_MES_FLAG3,0; + set NEW_MES_FLAG4,0; + set NEW_MES_FLAG5,0; + set NEW_LVUP0,0; + set NEW_LVUP1,0; + set NEW_JOBLVUP,0; + + // Old DTS variables that are no longer used. + set dtseligible,0; + set 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_RandMes" +////////////////////////////////////////////////////////////////////////////////// +//returns random string +// Example: check F_Bye or F_Hi functions +// READ AND THINK: You can use it to pick a random number form list: +// set @itemIDfromList, callfunc("F_RandMes",8,1129,1222,1163,1357,1360,1522,1811,1410); + +function script F_RandMes { + return getarg(rand(1,getarg(0))); +} + + +////////////////////////////////////////////////////////////////////////////////// +// *** Function "F_Sex" +////////////////////////////////////////////////////////////////////////////////// +//returns 1st string if female, 2nd string 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_RandMes",5,"Hi!","Hello!","Good day!","How are you?","Hello there."); +} + + +////////////////////////////////////////////////////////////////////////////////// +// *** Function "F_Bye" +////////////////////////////////////////////////////////////////////////////////// +//returns random BYE message + +function script F_Bye { + return callfunc("F_RandMes",6,"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 { + set @t$,"^000090"; + if(getarg(3)) set @t$,@t$+"+"+getarg(3)+" "; + if(getarg(2)==1) set @t$,@t$+"VS "; + if(getarg(2)==2) set @t$,@t$+"VVS "; + if(getarg(2)==3) set @t$,@t$+"VVVS "; + if(getarg(2)>3) set @t$,@t$+getarg(2)+"xVS "; + if(getarg(1)==1) set @t$,@t$+"Ice "; + if(getarg(1)==2) set @t$,@t$+"Earth "; + if(getarg(1)==3) set @t$,@t$+"Fire "; + if(getarg(1)==4) set @t$,@t$+"Wind "; + if(getarg(1)>4) set @t$,@t$+"Strange "; + return @t$+getitemname(getarg(0))+"^000000"; +} + + +////////////////////////////////////////////////////////////////////////////////// +// *** Function "getJobName" // +// [Usage] : callfunc("getJobName",Class); // +////////////////////////////////////////////////////////////////////////////////// + +function script getJobName { + return jobname(getarg(0)); +} + +////////////////////////////////////////////////////////////////////////////////// +// *** Function "F_SaveQuestSkills": Store learnt quest skills +////////////////////////////////////////////////////////////////////////////////// +function script F_SaveQuestSkills { + set ADV_QSK,0; set ADV_QSK2,0; + //1st classes quest skills + for(set @i, 0; @i < 14; set @i, @i + 1){ + if(getskilllv(144+@i)) set ADV_QSK,ADV_QSK|pow(2,@i); + } + //2nd classes quest skills + for(set @i, 0; @i < 19; set @i, @i + 1){ + if(getskilllv(1001+@i)) set ADV_QSK2,ADV_QSK2|pow(2,@i); + } + return; +} + +////////////////////////////////////////////////////////////////////////////////// +// *** Function "F_Load1Skills": Restore learnt 1st class quest skills +////////////////////////////////////////////////////////////////////////////////// +function script F_Load1Skills { + //1st classes quest skills + for(set @i, 0; @i < 14; set @i, @i + 1){ + if(ADV_QSK|pow(2,@i) == ADV_QSK) skill 144+@i,1,0; + } + set ADV_QSK,0; //Clear var + return; +} + +////////////////////////////////////////////////////////////////////////////////// +// *** Function "F_Load2Skills": Restore learnt 2nd class quest skills +////////////////////////////////////////////////////////////////////////////////// +function script F_Load2Skills { + //2nd classes quest skills + for(set @i, 0; @i < 19; set @i, @i + 1){ + if(ADV_QSK2|pow(2,@i) == ADV_QSK2) skill 1001+@i,1,0; + } + set 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 { + set .@Time_Left, getarg(0) - gettimetick(2); + + set .@Days, .@Time_Left / 86400; + set .@Time_Left, .@Time_Left - (.@Days * 86400); + set .@Hours, .@Time_Left / 3600; + set .@Time_Left, .@Time_Left - (.@Hours * 3600); + set .@Minutes, .@Time_Left / 60; + set .@Time_Left, .@Time_Left - (.@Minutes * 60); + + set .@Time$, ""; + if( .@Days > 1 ) + set .@Time$, .@Time$ + .@Days + " days, "; + else if( .@Days > 0 ) + set .@Time$, .@Time$ + .@Days + " day, "; + + if( .@Hours > 1 ) + set .@Time$, .@Time$ + .@Hours + " hours, "; + else if( .@Hours > 0 ) + set .@Time$, .@Time$ + .@Hours + " hour, "; + + if( .@Minutes > 1 ) + set .@Time$, .@Time$ + .@Minutes + " minutes, "; + else if( .@Minutes > 0 ) + set .@Time$, .@Time$ + .@Minutes + " minute, "; + + if( .@Time_Left > 1 || .@Time_Left == 0 ) + set .@Time$, .@Time$ + .@Time_Left + " seconds"; + else if( .@Time_Left == 1 ) + set .@Time$, .@Time$ + .@Time_Left + " second"; + + return .@Time$; +} |