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//===== eAthena Script ======================================= 
//= Global Functions
//===== By: ================================================== 
//= Lupus, kobra_k88
//===== Current Version: ===================================== 
//= 1.2
//===== Compatible With: ===================================== 
//= eAthena 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]
//============================================================ 


//=========================================
// Function that clears job quest variables
//=========================================
function	script	F_ClearJobVar	{
	// Misc ---------------------------------
	set JBLVL,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 job_sword_q2,0;
	set job_thief_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 MONK_Q,0;
	return;
}

//=====================================================
// 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 ( Class==Job_Acolyte || Class==Job_Priest || Class==Job_Monk || Class==4005 || Class==4009 || Class==4016 );
}
//------------------------------------------------------
// returns 1 if the player is either Archer,Hunter,Bard,Dancer,Archer High,Sniper,
// Clown,Gypsy, 0 otherwise
function	script	Is_Bow_Class	{
	return ( Class==Job_Archer || Class==Job_Hunter || Class==Job_Bard || Class==Job_Dancer || Class==4004 || Class==4012 || Class==4020 || Class==4021);
}
//------------------------------------------------------
// returns 1 if the player is either Mage,Wizard,Sage,Mage High,High Wizard,
// Professor, 0 otherwise
function	script	Is_Magic_Class	{
	return ( Class==Job_Mage || Class==Job_Wizard || Class==Job_Sage || Class==4003 || Class==4010 || Class==4017 );
}
//----------------------------------------------------
// returns 1 if the player is either Merc,Blacksmith,Alchemist,Merc High,
// Whitesmith,Creator, 0 otherwise
function	script	Is_Merc_Class	{
	return ( Class==Job_Merchant || Class==Job_Blacksmith || Class==Job_Alchem || Class==4006 || Class==4011 || Class==4019 );
}
//------------------------------------------------------
// returns 1 if the player is either Thief,Assassin,Rogue,Thief High, Assassin Cross
// Stalker, 0 otherwise
function	script	Is_Thief_Class	{
	return ( Class==Job_Thief || Class==Job_Assassin || Class==Job_Rogue || Class==4007 || Class==4013 || Class==4018 );
}
//-----------------------------------------------------
// returns 1 if the player is either Swordy,Knight,Crusader,Swordy High,
// Lord Knight,Paladin, 0 otherwise
function	script	Is_Sword_Class	{
	return ( Class==Job_Swordman || Class==Job_Knight || Class==Job_Knight2 || Class==Job_Crusader || Class==Job_Crusader2 || Class==4002 || Class==4008 || Class==4014 || Class==4015 || Class==4022 );
}
//-----------------------------------------------------
// returns 1 if the player is either Super Novice or Super Baby, 0 otherwise
function	script	Is_Super_Class	{
	return ( Class==Job_Super_Baby || Class==Job_SuperNovice )
}