//===== Hercules Script ====================================== //= Global Functions //===== By: ================================================== //= Lupus, kobra_k88 //===== Current Version: ===================================== //= 2.18 //===== Description: ========================================= //= General script functions. //===== 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//= 1.8 Added Job Vars clear for Extended classes: TK,SL,SG [Lupus] //= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus] //= 1.91 Added "F_SaveQuestSkills","F_Load?Skills" functions [Lupus] //= 2.0 Fixed F_Save/LoadQuestSkills functions.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 $dts|(1<<6) to F_ClearGarbage [Evera] //= 2.03 Added Gunslinger vars to F_ClearJobVar [Lupus] //= 2.04 Added dtseligible 2 (becomes MISC_QUEST|128) to F_ClearGarbage [Evera] //= 2.05 Book of Devil -> MISC_QUEST|256, clear other Niflheim garbage vars [Lupus] //= +more garbage clean //= 2.06 Pass to Bio-Lab -> MISC_QUEST|512 [Lupus] //= 2.07 Added TK_Q variable clear. 2.08 Added NINJ_Q variable clear [Lupus] //= 2.09 Cleared F_ClearGarbage [Lupus] //= 2.10 Added F_CheckMaxCount to check count of carrid items. [L0ne_w0lf] //= 2.10a Removed function F_CheckMaxCount. Not needed. [L0ne_W0lf] //= 2.11 Updated function Job_Change to jobchange based on Upper value. [Paradox924X] //= 2.12 Added more unused vars to F_ClearGarbage [Lupus] //= 2.13 Added more unused vars to F_ClearGarbage [Lupus] //= 2.14 Added old novice variables to F_ClearGarbage. [L0ne_W0lf] //= 2.15 Added no unused DTS variables to F_ClearGarbage. [L0ne_W0lf] //= 2.16 Added F_GetWeaponType, and F_GetArmorType. [L0ne_W0lf] //= 2.17 Renamed 'F_RandMes' to 'F_Rand'. [Euphy] //= 2.18 Removed useless 'getJobName' function. [Euphy] //= 2.19 Improved 'F_InsertComma' function. [Emistry] //= 2.20 Add 'F_ShuffleNumbers' function. [AnnieRuru] //============================================================ ////////////////////////////////////////////////////////////////////////////////// // Returns a number with commas based on precision of digits and custom separator. // -- callfunc "F_InsertComma",{,,} // Examples: // callfunc("F_InsertComma",7777777) // returns "7,777,777" // callfunc("F_InsertComma",1000000000,3,",") // returns "1,000,000,000" // callfunc("F_InsertComma",1000000000,3,"_") // returns "1_000_000_000" // callfunc("F_InsertComma",1000000000,4) // returns "10,0000,0000" ////////////////////////////////////////////////////////////////////////////////// function script F_InsertComma { .@value = getarg(0); .@precision = getarg(1,3); .@separator$ = getarg( 2,"," ); .@str$ = ""+.@value; .@is_negative = ( .@value < 0 ); .@length = getstrlen( .@str$ ) - .@precision - .@is_negative; while ( .@length > 0 ) { .@str$ = insertchar( .@str$, .@separator$ , ( .@length + .@is_negative ) ); .@length -= .@precision; } return .@str$; } ////////////////////////////////////////////////////////////////////////////////// // Function that clears job quest variables ////////////////////////////////////////////////////////////////////////////////// function script F_ClearJobVar { // Misc --------------------------------- JBLVL = 0; FIRSTAID = 0; PLAYDEAD = 0; got_bandage = 0; got_novnametag = 0; // First Class Jobs --------------------- job_acolyte_q = 0; job_acolyte_q2 = 0; job_archer_q = 0; job_magician_q = 0; job_merchant_q = 0; job_merchant_q2 = 0; job_merchant_q3 = 0; job_sword_q = 0; SWTEST = 0; job_thief_q = 0; // Super Novice SUPNOV_Q = 0; // 2-1 Jobs ------------------------------ ASSIN_Q = 0; ASSIN_Q2 = 0; ASSIN_Q3 = 0; BSMITH_Q = 0; BSMITH_Q2 = 0; HNTR_Q = 0; HNTR_Q2 = 0; KNIGHT_Q = 0; KNIGHT_Q2 = 0; PRIEST_Q = 0; PRIEST_Q2 = 0; PRIEST_Q3 = 0; WIZ_Q = 0; WIZ_Q2 = 0; // 2-2 Jobs ------------------------------ ROGUE_Q = 0; ROGUE_Q2 = 0; ALCH_Q = 0; ALCH_Q2 = 0; CRUS_Q = 0; MONK_Q = 0; JOB_MONK_C = 0; SAGE_Q = 0; SAGE_Q2 = 0; DANC_Q = 0; BARD_Q = 0; // Extended Classes TAEK_Q = 0; TK_Q = 0; STGL_Q = 0; SOUL_Q = 0; GUNS_Q = 0; 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) MISC_QUEST |= 65536; if(MISC_QUEST & 65536) TURTLE = 0; //now clear the var if the quest is over //Clear previously saved Quest Skills (now it isn't used) ADV_QSK = 0; ADV_QSK2 = 0; //Old Seset Skill Event used to use RES_SKILL var RES_SKILL = 0; //Here you put outdated variables from your outdated EVENTS //e.g. Is XMAS done? Add the EVENT var clearing code here. //due to bugs in BS quest: wizard_m2 = 0; // Old Novice Ground Variables. NEW_MES_FLAG0 = 0; NEW_MES_FLAG1 = 0; NEW_MES_FLAG2 = 0; NEW_MES_FLAG3 = 0; NEW_MES_FLAG4 = 0; NEW_MES_FLAG5 = 0; NEW_LVUP0 = 0; NEW_LVUP1 = 0; NEW_JOBLVUP = 0; // Old DTS variables that are no longer used. dtseligible = 0; 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_Rand" ////////////////////////////////////////////////////////////////////////////////// //returns random argument // Example: check F_Bye or F_Hi functions // READ AND THINK: You can use it to pick a random number from a list: // @itemIDfromList = callfunc("F_Rand",1129,1222,1163,1357,1360,1522,1811,1410); function script F_Rand { return getarg(rand(getargcount())); } ////////////////////////////////////////////////////////////////////////////////// // *** Function "F_Sex" ////////////////////////////////////////////////////////////////////////////////// //returns 1st argument if female, 2nd argument 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_Rand","Hi!","Hello!","Good day!","How are you?","Hello there."); } ////////////////////////////////////////////////////////////////////////////////// // *** Function "F_Bye" ////////////////////////////////////////////////////////////////////////////////// //returns random BYE message function script F_Bye { return callfunc("F_Rand","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 { if(getarg(3)) .@t$ += "+"+getarg(3)+" "; switch(getarg(2)) { case 0: break; case 1: .@t$ += "VS "; break; case 2: .@t$ += "VVS "; break; case 3: .@t$ += "VVVS "; break; default: .@t$ += getarg(2)+"xVS "; break; } switch(getarg(1)) { case 1: .@t$ += "Ice "; break; case 2: .@t$ += "Earth "; break; case 3: .@t$ += "Fire "; break; case 4: .@t$ += "Wind "; break; default: .@t$ += "Strange "; break; } return "^000090"+.@t$+getitemname(getarg(0))+"^000000"; } ////////////////////////////////////////////////////////////////////////////////// // *** Function "F_SaveQuestSkills": Store learnt quest skills ////////////////////////////////////////////////////////////////////////////////// function script F_SaveQuestSkills { ADV_QSK = 0; ADV_QSK2 = 0; //1st classes quest skills for (.@i = 0; .@i < 14; ++.@i) { if(getskilllv(144+.@i)) ADV_QSK |= pow(2,.@i); } //2nd classes quest skills for (.@i = 0; .@i < 19; ++.@i) { if(getskilllv(1001+.@i)) ADV_QSK2 |= pow(2,.@i); } return; } ////////////////////////////////////////////////////////////////////////////////// // *** Function "F_Load1Skills": Restore learnt 1st class quest skills ////////////////////////////////////////////////////////////////////////////////// function script F_Load1Skills { //1st classes quest skills for(.@i = 0; .@i < 14; ++.@i) { if(ADV_QSK|pow(2,.@i) == ADV_QSK) skill 144+.@i,1,0; } ADV_QSK = 0; //Clear var return; } ////////////////////////////////////////////////////////////////////////////////// // *** Function "F_Load2Skills": Restore learnt 2nd class quest skills ////////////////////////////////////////////////////////////////////////////////// function script F_Load2Skills { //2nd classes quest skills for (.@i = 0; .@i < 19; ++.@i) { if(ADV_QSK2|pow(2,.@i) == ADV_QSK2) skill 1001+.@i,1,0; } 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 { .@time_left = getarg(0) - gettimetick(2); .@Days = .@time_left / 86400; .@time_left -= (.@Days * 86400); .@Hours = .@time_left / 3600; .@time_left -= (.@Hours * 3600); .@Minutes = .@time_left / 60; .@time_left -= (.@Minutes * 60); .@Time$ = ""; if( .@Days > 1 ) .@Time$ += .@Days + " days, "; else if( .@Days > 0 ) .@Time$ += .@Days + " day, "; if( .@Hours > 1 ) .@Time$ += .@Hours + " hours, "; else if( .@Hours > 0 ) .@Time$ += .@Hours + " hour, "; if( .@Minutes > 1 ) .@Time$ += .@Minutes + " minutes, "; else if( .@Minutes > 0 ) .@Time$ += .@Minutes + " minute, "; if( .@time_left > 1 || .@time_left == 0 ) .@Time$ += .@time_left + " seconds"; else if( .@time_left == 1 ) .@Time$ += .@time_left + " second"; return .@Time$; } ////////////////////////////////////////////////////////////////////////////////// // *** Function "F_ShuffleNumbers": // Generate a set of numbers in random order that the numbers are not repeated // --- callfunc "F_ShuffleNumbers",,,{,}; // Examples: // callfunc("F_ShuffleNumbers", 0, 5, .@output) // possible output 4,1,3,2,0,5 // callfunc("F_ShuffleNumbers", -5, 1, .@output) // possible output -3,-5,-4,-2,-1,1,0 // callfunc("F_ShuffleNumbers", 0, 100, .@output, 5) // possible output 9,55,27,84,33 // Reminder: Use *freeloop command when appropriate ! ////////////////////////////////////////////////////////////////////////////////// function script F_ShuffleNumbers { deletearray getarg(2); .@static = getarg(0); .@range = getarg(1) +1 - .@static; .@count = getarg(3, .@range); if (.@range <= 0 || .@count <= 0) return 0; if (.@count > .@range) .@count = .@range; for (.@i = 0; .@i < .@range; ++.@i) .@temparray[.@i] = .@i; for (.@i = 0; .@i < .@count; ++.@i) { .@rand = rand(.@range); set getelementofarray( getarg(2), .@i ), .@temparray[.@rand] + .@static; .@temparray[.@rand] = .@temparray[--.@range]; } return .@count; }