//===== eAthena Script ======================================= //= Global Functions //===== By: ================================================== //= Lupus, kobra_k88 //===== Current Version: ===================================== //= 2.09 //===== Compatible With: ===================================== //= eAthena 1.0 //===== 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//= 1.8 Added Job Vars clear for Extended classes: TK,SL,SG [Lupus] //= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus] //= 1.91 Added "F_SaveQuestSkills","F_Load?Skills" functions [Lupus] //= 2.0 Fixed F_Save/LoadQuestSkills functions.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] //============================================================ ////////////////////////////////////////////////////////////////////////////////// // 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 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 //Shinkskas Quest garbage if(Shinokas_Quest > 7){ set ein_scientist,0; set ein_stuff,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 logmes "CLASS CHANGE: " +strcharinfo(0)+ " become a "+jobname(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 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; }