From 9a5d570a57c6ab2f28514e8db67e9af044b96db3 Mon Sep 17 00:00:00 2001 From: skotlex Date: Wed, 8 Mar 2006 03:33:48 +0000 Subject: - Updated mob_db.sql and item_db.sql to latest. - Modified mob_db's HP column to be an int. - Fixed the included global_functions file for the Kafra Express script. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@5507 54d463be-8e91-2dee-dedb-b68131a5f0ec --- .../kafraExpress/global_functionsKE.txt | 295 ++++++++++++++++++++- 1 file changed, 294 insertions(+), 1 deletion(-) (limited to 'npc/custom/eAAC_Scripts') diff --git a/npc/custom/eAAC_Scripts/kafraExpress/global_functionsKE.txt b/npc/custom/eAAC_Scripts/kafraExpress/global_functionsKE.txt index 0d3c9bd68..d1dccdbba 100644 --- a/npc/custom/eAAC_Scripts/kafraExpress/global_functionsKE.txt +++ b/npc/custom/eAAC_Scripts/kafraExpress/global_functionsKE.txt @@ -36,4 +36,297 @@ function script GF_getJobName { return "swordsman"; case Job_Thief: return "thief"; - case Job_Taekwon: \ No newline at end of file + case Job_Taekwon: + return "taekwon kid"; + case Job_SuperNovice: + return "super novice"; + + case Job_Hunter: + return "hunter"; + case Job_Dancer: + return "dancer"; + case Job_Bard: + return "bard"; + case Job_Priest: + return "priest"; + case Job_Monk: + return "monk"; + case Job_Wizard: + return "wizard"; + case Job_Sage: + return "sage"; + case Job_BlackSmith: + return "blacksmith"; + case Job_Alchem: + return "alchemist"; + case Job_Knight: + case Job_Knight2: + return "knight"; + case Job_Crusader: + case Job_Crusader2: + return "crusader"; + case Job_Assassin: + return "assassin"; + case Job_Rogue: + return "rogue"; + case Job_Star_Gladiator: + case Job_Star_Gladiator2: + return "star gladiator"; + case Job_Soul_Linker: + return "soul linker"; + + case Job_Novice_High: + return "high novice"; + case Job_Acolyte_High: + return "high acolyte"; + case Job_Archer_High: + return "high archer"; + case Job_Mage_High: + return "high mage"; + case Job_Merchant_High: + return "high merchant"; + case Job_Swordman_High: + return "high swordsman"; + case Job_Thief_High: + return "high thief"; + + case Job_Assassin_Cross: + return "assassin cross"; + case Job_Champion: + return "champion"; + case Job_Clown: + return "minstrel"; + case Job_Creator: + return "biochemist"; + case Job_Gypsy: + return "gypsy"; + case Job_High_Priest: + return "high priest"; + case Job_High_Wizard: + return "high wizard"; + case Job_Lord_Knight: + case Job_Lord_Knight2: + return "lord knight"; + case Job_Paladin: + case Job_Paladin2: + return "paladin"; + case Job_Professor: + return "professor"; + case Job_Sniper: + return "sniper"; + case Job_Stalker: + return "stalker"; + case Job_Whitesmith: + return "whitesmith"; + + case Job_Baby: + return "baby"; + case Job_Baby_Acolyte: + return "baby acolyte"; + case Job_Baby_Archer: + return "baby archer"; + case Job_Baby_Mage: + return "baby mage"; + case Job_Baby_Merchant: + return "baby merchant"; + case Job_Baby_Swordman: + return "baby swordsman"; + case Job_Baby_Thief: + return "baby thief"; + case Job_Super_Baby: + return "super baby"; + + case Job_Baby_Hunter: + return "baby hunter"; + case Job_Baby_Dancer: + return "baby dancer"; + case Job_Baby_Bard: + return "baby bard"; + case Job_Baby_Priest: + return "baby priest"; + case Job_Baby_Monk: + return "baby monk"; + case Job_Baby_Wizard: + return "baby wizard"; + case Job_Baby_Sage: + return "baby sage"; + case Job_Baby_BlackSmith: + return "baby blacksmith"; + case Job_Baby_Alchem: + return "baby alchemist"; + case Job_Baby_Knight: + case Job_Baby_Knight2: + return "baby knight"; + case Job_Baby_Crusader: + case Job_Baby_Crusader2: + return "baby crusader"; + case Job_Baby_Assassin: + return "baby assassin"; + case Job_Baby_Rogue: + return "baby rogue"; + default: + return "unknown"; + } + +} + +//Returns job name using two params: JobId and Type +function script GF_getJobName2 { + set @classId, callfunc("GF_getJobId", getarg(0), getarg(1)); + return callfunc("GF_getJobName", @classId); +} + +//Returns a Job's ID modified by their Type +function script GF_getJobId { + set @classId, getarg(0); + set @type, getarg(1); + + if (@classId == Job_SuperNovice || @classId == Job_Super_Baby) { + switch (@type) { + case 0: + return Job_SuperNovice; + case 2: + return Job_Super_Baby; + default: + return @classId; + } + } + if (@classId >= Job_Taekwon && @classId <= Job_Soul_Linker) { + //Currently has no alternates. + return @classId; + } + if (@classId >= Job_Novice_High && @classId <= Job_Paladin2) + set @classId, @classId -Job_Novice_High; + else + if (@classId >= Job_Baby && @classId <= Job_Super_Baby) + set @classId, @classId -Job_Baby; + + if (@type == 1) + set @classId, @classId +Job_Novice_High; + + if (@type == 2) + set @classId, @classId +Job_Baby; + + return @classId; +} + +//Returns the type of class: +//0= Novice, 1= First Class, 2= Second Class, 3= Super Novice +//4= Wedding +function script GF_getJobLevel { + + set @classId, getarg(0); + + if (@classId >= Job_Novice_High && @classId <= Job_Paladin2) + set @classId, @classId -Job_Novice_High; + + if (@classId >= Job_Baby && @classId <= Job_Baby_Crusader2) + set @classId, @classId -Job_Baby; + + if(@classId == Job_Novice) { + return 0; + } + if((@classId >= Job_Swordman && @classId <= Job_Thief) + || @classId == Job_Taekwon) { + return 1; + } + if ((@classId >= Job_Knight && @classId <= Job_Crusader2) + || (@classId >= Job_Star_Gladiator && @classId <= Job_Soul_Linker)) { + return 2; + } + + if(@classId == Job_SuperNovice || @classId == Job_Super_Baby) { + return 3; + } + if(@classId == 22) { + return 4; + } + return -1; +} + +//Returns the type of class, based on path: +//0= Normal Jobs, 1= Upper Jobs, 2= Baby Jobs +//Works the same as Upper, except you can pass any job id to get it's upper value +function script GF_getJobType { + set @classId, getarg(0); + + if ((@classId >= Job_Novice && @classId <= Job_SuperNovice) + || (@classId >= Job_Taekwon && @classId <= Job_Soul_Linker)) { + return 0; + } + if (@classId >= Job_Novice_High && @classId <= Job_Paladin2) { + return 1; + } + if (@classId >= Job_Baby && @classId <= Job_Super_Baby) { + return 2; + } + return -1; +} +//Returns the base class of the given job, return values are: +//Job_Novice (Novice, Baby Novice, Super Novice +//Job_Acolyte (Aco, Priest, Monk +High/Baby variations) +//Job_Archer (Archer, Sniper, Bard, Dancer +High/Baby variations) +//Job_Mage (Mage, Wizard, Sage +High/Baby variations) +//Job_Swordman (Swordsman, Knight, Crusader +High/Baby variations) +//Job_Thief (Thief, Assassin, Rogue +High/Baby variations) +//-1 : others (when wearing Tux/Wedding dress, for example) +//Works the same as baseClass, except you pass the class which you want +//examined. +function script GF_getJobClass { + set @classId, getarg(0); + + if (@classId >= Job_Novice_High && @classId <= Job_Paladin2) + set @classId, @classId -Job_Novice_High; + + if (@classId >= Job_Baby && @classId <= Job_Baby_Crusader2) + set @classId, @classId -Job_Baby; + + switch (@classId) { + case Job_Novice: + case Job_SuperNovice: + case Job_Super_Baby: + return Job_Novice; + + case Job_Acolyte: + case Job_Priest: + case Job_Monk: + return Job_Acolyte; + + case Job_Archer: + case Job_Hunter: + case Job_Bard: + case Job_Dancer: + return Job_Archer; + + case Job_Mage: + case Job_Wizard: + case Job_Sage: + return Job_Mage; + + case Job_Merchant: + case Job_BlackSmith: + case Job_Alchem: + return Job_Merchant; + + case Job_Swordman: + case Job_Knight: + case Job_Knight2: + case Job_Paladin: + case Job_Paladin2: + return Job_Swordman; + + case Job_Thief: + case Job_Assassin: + case Job_Rogue: + return Job_Thief; + + case Job_Taekwon: + case Job_Star_Gladiator: + case Job_Star_Gladiator2: + case Job_Soul_Linker: + return Job_Taekwon; + + default: + return -1; + } +} -- cgit v1.2.3-70-g09d2