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//===== eAthena Script ======================================= 
//= Global Functions
//===== By: ================================================== 
//= Lupus, kobra_k88
//===== Current Version: ===================================== 
//= 2.0
//===== Compatible With: ===================================== 
//= eAthena 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//= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus]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]
//============================================================ 


//////////////////////////////////////////////////////////////////////////////////
// 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 job_sword_q2,0; 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;
	return;
}

function	script	F_ClearGarbage	{
	// Clear outdated global VARS
	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;
}