//===== rAthena Script ======================================= //= Global Functions //===== By: ================================================== //= Lupus, kobra_k88 //===== Current Version: ===================================== //= 2.16 //===== Compatible With: ===================================== //= rAthena 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//= 1.8 Added Job Vars clear for Extended classes: TK,SL,SG [Lupus] //= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus] //= 1.91 Added "F_SaveQuestSkills","F_Load?Skills" functions [Lupus] //= 2.0 Fixed F_Save/LoadQuestSkills functions.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] //= 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$; }