//===== eAthena Script ======================================= //= Global Functions //===== By: ================================================== //= Lupus, kobra_k88 //===== Current Version: ===================================== //= 2.03 //===== Compatible With: ===================================== //= eAthena 1.0 //===== 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//= 1.8 Added Job Vars clear for Extended classes: TK,SL,SG [Lupus] //= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus] //= 1.91 Added "F_SaveQuestSkills","F_Load?Skills" functions [Lupus] //= 2.0 Fixed F_Save/LoadQuestSkills functions.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 $dts|(1<<6) to F_ClearGarbage [Evera] //= 2.03 Added Gunslinger vars to F_ClearJobVar [Lupus] //= 2.04 Added dtseligible 3 (becomes MISC_QUEST|128) to F_ClearGarbage [Evera] //============================================================ ////////////////////////////////////////////////////////////////////////////////// // Function that clears job quest variables ////////////////////////////////////////////////////////////////////////////////// function script F_ClearJobVar { // Misc --------------------------------- set JBLVL,0; // First Class Jobs --------------------- set job_acolyte_q,0; set job_acolyte_q2,0; set job_archer_q,0; set job_magician_q,0; set job_merchant_q,0; set job_merchant_q2,0; set job_merchant_q3,0; set job_sword_q,0; set SWTEST, 0; set job_thief_q,0; // Super Novice set SUPNOV_Q,0; // 2-1 Jobs ------------------------------ set ASSIN_Q,0; set ASSIN_Q2,0; set BSMITH_Q,0; set BSMITH_Q2,0; set HNTR_Q,0; set HNTR_Q2,0; set KNIGHT_Q,0; set KNIGHT_Q2,0; set PRIEST_Q,0; set PRIEST_Q2,0; set PRIEST_Q3,0; set WIZ_Q,0; set WIZ_Q2,0; // 2-2 Jobs ------------------------------ set ROGUE_Q,0; set ROGUE_Q2,0; set ALCH_Q,0; set ALCH_Q2,0; set CRUS_Q,0; set MONK_Q,0; set JOB_MONK_C,0; set SAGE_Q,0; set SAGE_Q2,0; set DANC_Q,0; set BARD_Q,0; // Extended Classes set TAEK_Q,0; set STGL_Q,0; set SOUL_Q,0; set GUNS_Q,0; return; } function script F_ClearGarbage { // Clear outdated global VARS if(dtseligible == 2) set MISC_QUEST,MISC_QUEST|128; if(dtseligible == 3) set dtseligible,0; if($talk) set $talk,0; if($dtsglobalelig) set $dtsglobalelig,0; if($dts&(1<<6)) set $dts,$dts&~(1<<6); if(MARIANNE) {set MISC_QUEST,MISC_QUEST | 1; set MARIANNE,0;} set MEAT,0; set MORRISON,0; set BUNYBND,0; set TEMPESTRA,0; set sewer_prt,0; set iz_move_alberta,0; if(nif_q_done) {set nif_q_done,0; set MISC_QUEST,MISC_QUEST | 64;} if(MORGEN >= 2) {set MISC_QUEST,MISC_QUEST | 4; set MORGEN,0;} set nif_t,0; set QSK1,0; set QSK2,0; set QSK3,0; set QSK4,0; 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 { if (Upper<2) jobchange getarg(0); // Common jobchange else jobchange getarg(0) + Job_Baby; //Change Job For Baby Class return; } ////////////////////////////////////////////////////////////////////////////////// // 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_Alchem ); } ////////////////////////////////////////////////////////////////////////////////// // 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] ////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////// // *** 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 handsom 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 { switch(getarg(0)){ case Job_Novice: return "Novice"; case Job_Swordman: return "Swordman"; case Job_Mage: return "Magician"; case Job_Archer: return "Archer"; case Job_Acolyte: return "Acolyte"; case Job_Merchant: return "Merchant"; case Job_Thief: return "Thief"; case Job_Knight: case Job_Knight2: return "Knight"; case Job_Priest: return "Priest"; case Job_Wizard: return "Wizard"; case Job_Blacksmith: return "Blacksmith"; case Job_Hunter: return "Hunter"; case Job_Assassin: return "Assassin"; case Job_Crusader: case Job_Crusader2: return "Crusader"; case Job_Monk: return "Monk"; case Job_Sage: return "Sage"; case Job_Rogue: return "Rogue"; case Job_Alchem: return "Alchemist"; case Job_Bard: return "Bard"; case Job_Dancer: return "Dancer"; case Job_SuperNovice: return "Super Novice"; case Job_Gunslinger: return "Gunsligner"; case Job_Ninja: return "Ninja"; case Job_Xmas: return "Xmas"; case Job_Novice_High: return "Novice High"; case Job_Swordman_High: return "Swordman High"; case Job_Mage_High: return "Magician High"; case Job_Archer_High: return "Archer High"; case Job_Acolyte_High: return "Acolyte High"; case Job_Merchant_High: return "Merchant High"; case Job_Thief_High: return "Thief High"; case Job_Lord_Knight: case Job_Lord_Knight2: return "Lord Knight"; case Job_High_Priest: return "High Priest"; case Job_High_Wizard: return "High Wizard"; case Job_Whitesmith: return "Whitesmith"; case Job_Sniper: return "Sniper"; case Job_Assassin_Cross: return "Assassin Cross"; case Job_Paladin: case Job_Paladin2: return "Paladin"; case Job_Champion: return "Champion"; case Job_Professor: return "Professor"; case Job_Stalker: return "Stalker"; case Job_Creator: return "Creator"; case Job_Clown: return "Clown"; case Job_Gypsy: return "Gypsy"; case Job_Baby: return "Baby"; case Job_Baby_Swordman: return "Baby Swordman"; case Job_Baby_Mage: return "Baby Magician"; case Job_Baby_Archer: return "Baby Archer"; case Job_Baby_Acolyte: return "Baby Acolyte"; case Job_Baby_Merchant: return "Baby Merchant"; case Job_Baby_Thief: return "Baby Thief"; case Job_Baby_Knight: case Job_Baby_Knight2: return "Baby Knight"; case Job_Baby_Priest: return "Baby Priest"; case Job_Baby_Wizard: return "Baby Wizard"; case Job_Baby_Blacksmith: return "Baby Blacksmith"; case Job_Baby_Hunter: return "Baby Hunter"; case Job_Baby_Assassin: return "Baby Assassin"; case Job_Baby_Crusader: case Job_Baby_Crusader2: return "Baby Crusader"; case Job_Baby_Monk: return "Baby Monk"; case Job_Baby_Sage: return "Baby Sage"; case Job_Baby_Rogue: return "Baby Rogue"; case Job_Baby_Alchem: return "Baby Alchemist"; case Job_Baby_Bard: return "Baby Bard"; case Job_Baby_Dancer: return "Baby Dancer"; case Job_Super_Baby: return "Super Baby"; case Job_Taekwon: if(Sex == 0) return "Taekwon Girl"; else return "Taekwon Boy"; case Job_Star_Gladiator: case Job_Star_Gladiator2: return "Star Gladiator"; case Job_Soul_Linker: return "Soul Linker"; case Job_Ninja: return "Ninja"; case Job_Gunslinger: return "Gunslinger"; case Job_Xmas: return "Christmas"; case Option_Wedding: if(Sex == 0) return "Bride"; else return "Bridegroom"; default: return "omghaxor"; } } ////////////////////////////////////////////////////////////////////////////////// // *** 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; }