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// Evol functions.
// Authors:
// Jesusalva
// Reid
// Description:
// Util functions
// season_direction({day, month})
// returns the direction that represents our current season (approximation)
// DOWN: Winter, 21/12
// DOWNLEFT: Spring, 20/03
// LEFT: Summer, 21/06
// UPLEFT: Autumn, 22/09
function script season_direction {
.@current_month = getarg(0, gettime(GETTIME_MONTH));
if (.@current_month % 3 == 0)
{
.@current_day = getarg(1, gettime(GETTIME_DAYOFMONTH));
switch (.@current_month)
{
case MARCH: .@season_day = 20; break;
case JUNE: .@season_day = 21; break;
case SEPTEMBER: .@season_day = 22; break;
case DECEMBER: .@season_day = 21; break;
default: break;
}
.@is_after_season_day = .@current_day >= .@season_day ? 0 : -1;
}
return (.@current_month / 3 + .@is_after_season_day) % 4;
}
// This is part of Jesusalva script toolkit to make his life easier when writing
// quests. Many of these are actually redudant functions.
// Four different flavours of setq() to quickly preserve old values
function script setq1 {
// Quest, val1 , val2 , val3 , time
setq getarg(0), getarg(1), getq2(getarg(0)), getq3(getarg(0)), getqtime(getarg(0));
return;
}
function script setq2 {
// Quest, val1 , val2 , val3 , time
setq getarg(0), getq(getarg(0)), getarg(1), getq3(getarg(0)), getqtime(getarg(0));
return;
}
function script setq3 {
// Quest, val1 , val2 , val3 , time
setq getarg(0), getq(getarg(0)), getq2(getarg(0)), getarg(1), getqtime(getarg(0));
return;
}
function script setqtime {
// Quest, val1 , val2 , val3 , time
setq getarg(0), getq(getarg(0)), getq2(getarg(0)), getq3(getarg(0)), getarg(1);
return;
}
// Function to quickly disregard part of getmapxy().
// If you use this function too much, you'll lose efficiency, and it'll be better
// to use getmapxy() normally to save to temporary variables.
// Can take one optional argument (unittype argument).
function script getmap {
if (getmapxy(.@mapName$, .@xpos, .@ypos, getarg(0,0)) != 0)
return false;
return .@mapName$;
}
// Returns the player race in plain text
// GETRACE_RACE - returns player race (default)
// GETRACE_SKIN - returns player skin
// GETRACE_FULL - returns player skin + race
// Can take an optional 2nd param with the class
// get_race( {Flag, {Class}} )
function script get_race {
.@m=getarg(0, GETRACE_RACE);
.@g=getarg(1, Class);
// We also allow this to run without player attached for... science.
if (getarg(1,-1) >= 0)
{
setarray .@allraces$, l("Human"), l("Ukar"), l("Kralog"),
l("Raijin"), l("Kralog"), l("Raijin"), l("Tritan"),
l("Human"), l("Human"), l("Tritan"), l("Ukar");
setarray .@allskins$, l("Kaizei"), l("Cave"), l("Fire"),
l("Light"), l("Frost"), l("Dark"), l("Sea"), l("Argaes"),
l("Tonori"), l("Lake"), l("Mountain");
}
else
{
setarray .@allraces$, "Human", "Ukar", "Kralog", "Raijin",
"Kralog", "Raijin", "Tritan", "Human", "Human", "Tritan", "Ukar";
setarray .@allskins$, "Kaizei", "Cave", "Fire", "Light",
"Frost", "Dark", "Sea", "Argaes", "Tonori", "Lake", "Mountain";
}
if (.@m == GETRACE_RACE)
return .@allraces$[.@g];
else if (.@m == GETRACE_SKIN)
return .@allskins$[.@g];
else
return .@allskins$[.@g] + " " + .@allraces$[.@g];
}
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