//================= 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 .
//=========================================================================
//= 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",{,,}
// 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(0)+ " 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_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
// 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 |= 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 ================================
// Restores learned 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 ================================
// Restores learned 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 ==============================
// Determines 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 ===============================
// Determines 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;
}
//== 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",,,