summaryrefslogtreecommitdiff
path: root/npc/other/Global_Functions.txt
blob: 8f7899555c2118580c512ccf6ef4be552ba896e0 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
//================= 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 <http://www.gnu.org/licenses/>.
//=========================================================================
//= 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",<number>{,<precision>,<separator>}
// 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",<start num>,<last num>,<output array>{,<count>};
// Examples: 
//    callfunc("F_ShuffleNumbers", 0, 5, .@output)      // possible output 4,1,3,2,0,5
//    callfunc("F_ShuffleNumbers", -5, 1, .@output)     // possible output -3,-5,-4,-2,-1,1,0
//    callfunc("F_ShuffleNumbers", 0, 100, .@output, 5) // possible output 9,55,27,84,33
// Reminder: Use *freeloop command when appropriate !
function	script	F_ShuffleNumbers	{
	deletearray getarg(2);
	.@static = getarg(0);
	.@range = getarg(1) +1 - .@static;
	.@count = getarg(3, .@range);
	if (.@range <= 0 || .@count <= 0)
		return 0;
	if (.@count > .@range)
		.@count = .@range;
	for (.@i = 0; .@i < .@range; ++.@i)
		.@temparray[.@i] = .@i;
	for (.@i = 0; .@i < .@count; ++.@i) {
		.@rand = rand(.@range);
		set getelementofarray( getarg(2), .@i ), .@temparray[.@rand] + .@static;
		.@temparray[.@rand] = .@temparray[--.@range];
	}
	return .@count;
}

//== Function F_MesColor ===================================
// Function to colorize npc dialog without having to memorize the color code
// Examples:
//    mes callfunc("F_MesColor", C_BLUE) +"This message is now in BLUE";
function	script	F_MesColor	{
	return sprintf("^%06X", min(getarg(0), 0xFFFFFF));
}