summaryrefslogtreecommitdiff
path: root/npc/re/other/Global_Functions.txt
blob: fb6bf4f5636a8b4cb48273dd4a902c88e3d42dc8 (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
//===== 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$;
}