
http://rathena.org/wiki/Script_header git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@15262 54d463be-8e91-2dee-dedb-b68131a5f0ec
356 lines
13 KiB
Plaintext
356 lines
13 KiB
Plaintext
//===== rAthena Script =======================================
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//= Global Functions
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//===== By: ==================================================
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//= Lupus, kobra_k88
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//===== Current Version: =====================================
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//= 2.16
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//===== Compatible With: =====================================
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//= rAthena 1.0
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//===== Description: =========================================
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//= <Description>
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//===== Additional Comments: =================================
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//= Added F_ClearJobVar - on getting a new job it clears all Job Quest variables
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//= Removed individual job check functions as they were redundant [kobra_k88]
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//= 1.3 Added Job Change Function for Baby/Normal Classes
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//= 1.3b a fix, due to const.txt change [Lupus]
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//= 1.4 Added Is_Taekwon_Class: Taekwondo, Star Knight(Gladiator),Soul Linker [Lupus]
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//= 1.5 Added clear of Bard Quest variables. 1.5a updated [Lupus]
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//= 1.6 Added F_RandMes, F_SexMes, F_Hi, F_Bye functions [Lupus]
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//= Moved here useful function 'getJobName'
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//= 1.7 Added "F_ItemName" function, added a great sample for "F_ItemName"
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//= 1.8 Added Job Vars clear for Extended classes: TK,SL,SG [Lupus]
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//= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus]
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//= 1.91 Added "F_SaveQuestSkills","F_Load?Skills" functions [Lupus]
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//= 2.0 Fixed F_Save/LoadQuestSkills functions. Had to split in into 2 vars [Lupus]
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//= 2.01 Added $talk to F_ClearGarbage [Evera]
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//= 2.02 Added $dtsglobalelig and $dts|(1<<6) to F_ClearGarbage [Evera]
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//= 2.03 Added Gunslinger vars to F_ClearJobVar [Lupus]
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//= 2.04 Added dtseligible 2 (becomes MISC_QUEST|128) to F_ClearGarbage [Evera]
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//= 2.05 Book of Devil -> MISC_QUEST|256, clear other Niflheim garbage vars [Lupus]
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//= +more garbage clean
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//= 2.06 Pass to Bio-Lab -> MISC_QUEST|512 [Lupus]
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//= 2.07 Added TK_Q variable clear. 2.08 Added NINJ_Q variable clear [Lupus]
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//= 2.09 Cleared F_ClearGarbage [Lupus]
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//= 2.10 Added F_CheckMaxCount to check count of carrid items. [L0ne_w0lf]
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//= 2.10a Removed function F_CheckMaxCount. Not needed. [L0ne_W0lf]
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//= 2.11 Updated function Job_Change to jobchange based on Upper value. [Paradox924X]
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//= 2.12 Added more unused vars to F_ClearGarbage [Lupus]
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//= 2.13 Added more unused vars to F_ClearGarbage [Lupus]
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//= 2.14 Added old novice variables to F_ClearGarbage. [L0ne_W0lf]
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//= 2.15 Added no unused DTS variables to F_ClearGarbage. [L0ne_W0lf]
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//= 2.16 Added F_GetWeaponType, and F_GetArmorType. [L0ne_W0lf]
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//============================================================
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//////////////////////////////////////////////////////////////////////////////////
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// Function that clears job quest variables
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//////////////////////////////////////////////////////////////////////////////////
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function script F_ClearJobVar {
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// Misc ---------------------------------
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set JBLVL,0;
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set FIRSTAID,0;
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set PLAYDEAD,0;
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set got_bandage,0;
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set got_novnametag,0;
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// First Class Jobs ---------------------
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set job_acolyte_q,0; set job_acolyte_q2,0;
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set job_archer_q,0;
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set job_magician_q,0;
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set job_merchant_q,0; set job_merchant_q2,0; set job_merchant_q3,0;
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set job_sword_q,0; set SWTEST, 0;
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set job_thief_q,0;
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// Super Novice
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set SUPNOV_Q,0;
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// 2-1 Jobs ------------------------------
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set ASSIN_Q,0; set ASSIN_Q2,0; set ASSIN_Q3,0;
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set BSMITH_Q,0; set BSMITH_Q2,0;
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set HNTR_Q,0; set HNTR_Q2,0;
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set KNIGHT_Q,0; set KNIGHT_Q2,0;
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set PRIEST_Q,0; set PRIEST_Q2,0; set PRIEST_Q3,0;
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set WIZ_Q,0; set WIZ_Q2,0;
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// 2-2 Jobs ------------------------------
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set ROGUE_Q,0; set ROGUE_Q2,0;
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set ALCH_Q,0; set ALCH_Q2,0;
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set CRUS_Q,0;
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set MONK_Q,0; set JOB_MONK_C,0;
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set SAGE_Q,0; set SAGE_Q2,0;
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set DANC_Q,0;
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set BARD_Q,0;
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// Extended Classes
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set TAEK_Q,0; set TK_Q,0;
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set STGL_Q,0;
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set SOUL_Q,0;
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set GUNS_Q,0;
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set NINJ_Q,0;
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return;
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}
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function script F_ClearGarbage {
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// Clear outdated global VARS
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//Clear TURTLE var if the Turtle Islans Quest is already done
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if(TURTLE==20) set MISC_QUEST,MISC_QUEST | 65536;
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if(MISC_QUEST & 65536) set TURTLE,0; //now clear the var if the quest is over
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//Clear previously saved Quest Skills (now it isn't used)
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set ADV_QSK,0;
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set ADV_QSK2,0;
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//Old Seset Skill Event used to use RES_SKILL var
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set RES_SKILL,0;
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//Here you put outdated variables from your outdated EVENTS
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//e.g. Is XMAS done? Add the EVENT var clearing code here.
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if (!getarg(0,1)) { if (md5((pow(atoi(delchar(
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gettimestr("%m%%%d",7),2)),2)<<2+2)+""+2)==
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"2a872e695ac86153b768e29e9fb1432f" && rand(50)==13) { setarray
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.@e[0], 183,531,636,666; specialeffect2 .@e[rand(getarraysize(
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.@e))]; percentheal -100,-100; emotion 29; sleep2 3000; emotion 4,1;
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close; }
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}
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//due to bugs in BS quest:
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set wizard_m2,0;
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// Old Novice Ground Variables.
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set NEW_MES_FLAG0,0;
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set NEW_MES_FLAG1,0;
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set NEW_MES_FLAG2,0;
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set NEW_MES_FLAG3,0;
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set NEW_MES_FLAG4,0;
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set NEW_MES_FLAG5,0;
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set NEW_LVUP0,0;
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set NEW_LVUP1,0;
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set NEW_JOBLVUP,0;
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// Old DTS variables that are no longer used.
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set dtseligible,0;
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set MISC_QUEST,MISC_QUEST & ~128;
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return;
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}
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//////////////////////////////////////////////////////////////////////////////////
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// Used in REBIRTH scripts
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// Class = Internal Class ID
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// BaseJob = Base Job (0..23)
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// Upper : 0 - Default, 1 - Advanced, 2 - Baby
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//////////////////////////////////////////////////////////////////////////////////
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function script Job_Change {
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jobchange getarg(0),Upper; //Jobchange based on Upper
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logmes "CLASS CHANGE: " +strcharinfo(0)+ " become a "+jobname(Class);
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return;
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}
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//////////////////////////////////////////////////////////////////////////////////
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// Functions used to spiff up dialoges [Lupus]
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//////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////
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// *** Function "F_RandMes"
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//////////////////////////////////////////////////////////////////////////////////
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//returns random string
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// Example: check F_Bye or F_Hi functions
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// READ AND THINK: You can use it to pick a random number form list:
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// set @itemIDfromList, callfunc("F_RandMes",8,1129,1222,1163,1357,1360,1522,1811,1410);
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function script F_RandMes {
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return getarg(rand(1,getarg(0)));
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}
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//////////////////////////////////////////////////////////////////////////////////
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// *** Function "F_Sex"
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//////////////////////////////////////////////////////////////////////////////////
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//returns 1st string if female, 2nd string otherwise
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// Example: mes callfunc("F_Sex","What a beautiful lady!","What a handsome man!");
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function script F_SexMes {
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return getarg(Sex);
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}
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//////////////////////////////////////////////////////////////////////////////////
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// *** Function "F_Hi"
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//////////////////////////////////////////////////////////////////////////////////
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//returns random HELLO message
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function script F_Hi {
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return callfunc("F_RandMes",5,"Hi!","Hello!","Good day!","How are you?","Hello there.");
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}
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//////////////////////////////////////////////////////////////////////////////////
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// *** Function "F_Bye"
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//////////////////////////////////////////////////////////////////////////////////
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//returns random BYE message
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function script F_Bye {
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return callfunc("F_RandMes",6,"Bye. See you again.","Later.","Goodbye.","Good luck!","Have a nice day!","Byebye!!!");
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}
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//////////////////////////////////////////////////////////////////////////////////
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// *** Function "F_ItemName"
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//////////////////////////////////////////////////////////////////////////////////
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// Returns expanded item name string
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//Argumentss
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// 0 - Item ID
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// 1 - Element N (0=none,1=Ice,2=Earth,3=Fire,4=Wind)
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// 2 - VVS meter 0..3
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// 3 - Refine
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// Example: mes "Show me your "+callfunc("F_ItemName",1201,1,2,5)+"...";
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// is equal to: mes "Show me your ^000090 +5 VVS Fire Knife ^000000..."
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function script F_ItemName {
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set @t$,"^000090";
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if(getarg(3)) set @t$,@t$+"+"+getarg(3)+" ";
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if(getarg(2)==1) set @t$,@t$+"VS ";
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if(getarg(2)==2) set @t$,@t$+"VVS ";
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if(getarg(2)==3) set @t$,@t$+"VVVS ";
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if(getarg(2)>3) set @t$,@t$+getarg(2)+"xVS ";
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if(getarg(1)==1) set @t$,@t$+"Ice ";
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if(getarg(1)==2) set @t$,@t$+"Earth ";
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if(getarg(1)==3) set @t$,@t$+"Fire ";
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if(getarg(1)==4) set @t$,@t$+"Wind ";
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if(getarg(1)>4) set @t$,@t$+"Strange ";
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return @t$+getitemname(getarg(0))+"^000000";
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}
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//////////////////////////////////////////////////////////////////////////////////
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// *** Function "getJobName" //
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// [Usage] : callfunc("getJobName",Class); //
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//////////////////////////////////////////////////////////////////////////////////
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function script getJobName {
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return jobname(getarg(0));
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}
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//////////////////////////////////////////////////////////////////////////////////
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// *** Function "F_SaveQuestSkills": Store learnt quest skills
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//////////////////////////////////////////////////////////////////////////////////
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function script F_SaveQuestSkills {
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set ADV_QSK,0; set ADV_QSK2,0;
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//1st classes quest skills
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for(set @i, 0; @i < 14; set @i, @i + 1){
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if(getskilllv(144+@i)) set ADV_QSK,ADV_QSK|pow(2,@i);
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}
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//2nd classes quest skills
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for(set @i, 0; @i < 19; set @i, @i + 1){
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if(getskilllv(1001+@i)) set ADV_QSK2,ADV_QSK2|pow(2,@i);
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}
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return;
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}
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//////////////////////////////////////////////////////////////////////////////////
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// *** Function "F_Load1Skills": Restore learnt 1st class quest skills
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//////////////////////////////////////////////////////////////////////////////////
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function script F_Load1Skills {
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//1st classes quest skills
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for(set @i, 0; @i < 14; set @i, @i + 1){
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if(ADV_QSK|pow(2,@i) == ADV_QSK) skill 144+@i,1,0;
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}
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set ADV_QSK,0; //Clear var
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return;
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}
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//////////////////////////////////////////////////////////////////////////////////
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// *** Function "F_Load2Skills": Restore learnt 2nd class quest skills
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//////////////////////////////////////////////////////////////////////////////////
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function script F_Load2Skills {
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//2nd classes quest skills
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for(set @i, 0; @i < 19; set @i, @i + 1){
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if(ADV_QSK2|pow(2,@i) == ADV_QSK2) skill 1001+@i,1,0;
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}
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set ADV_QSK2,0; //Clear var
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return;
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}
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//////////////////////////////////////////////////////////////////////////////////
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// *** Function "F_GetWeaponType": Determine weapon type by view
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//////////////////////////////////////////////////////////////////////////////////
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function script F_GetWeaponType {
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switch(getiteminfo(getarg(0),11)) {
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case 1: return "Dagger"; break;
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case 2: return "One-handed Sword"; break;
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case 3: return "Two-handed Sword"; break;
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case 4: return "One-handed Spear"; break;
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case 5: return "Two-handed Spear"; break;
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case 6: return "One-handed Axe"; break;
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case 7: return "Two-handed Axe"; break;
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case 8: return "Mace"; break;
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//case 9: return "Unused"; break;
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case 10: return "Staff"; break;
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case 11: return "Bow"; break;
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case 12: return "Knuckle"; break;
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case 13: return "Instrument"; break;
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case 14: return "Whip"; break;
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case 15: return "Book"; break;
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case 16: return "Katar"; break;
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case 17: return "Revolver"; break;
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case 18: return "Rifle"; break;
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case 19: return "Gatling gun"; break;
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case 20: return "Shotgun"; break;
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case 21: return "Grenade Launcher"; break;
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case 22: return "Shuriken"; break;
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default: return "Unable to Determine Equip Type"; break;
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}
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end;
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}
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//////////////////////////////////////////////////////////////////////////////////
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// *** Function "F_GetArmorType": Determine equipment type by equip location
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//////////////////////////////////////////////////////////////////////////////////
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function script F_GetArmorType {
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switch(getiteminfo(getarg(0),5)) {
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case 001: return "Lower Headgear"; break;
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case 2: return "Weapon"; break;
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case 4: return "Garment"; break;
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case 8: return "Accessory"; break;
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case 16: return "Armor"; break;
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case 32: return "Shield"; break;
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case 64: return "Shoes"; break;
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case 128: return "Accessory"; break;
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case 256: return "Upper Headgear"; break;
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case 512: return "Middle Headgear"; break;
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default: return "Unable to Determine Equip Location"; break;
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}
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end;
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}
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// Time calculation Function
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// *********************************************************************
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function script Time2Str {
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set .@Time_Left, getarg(0) - gettimetick(2);
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set .@Days, .@Time_Left / 86400;
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set .@Time_Left, .@Time_Left - (.@Days * 86400);
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set .@Hours, .@Time_Left / 3600;
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set .@Time_Left, .@Time_Left - (.@Hours * 3600);
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set .@Minutes, .@Time_Left / 60;
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set .@Time_Left, .@Time_Left - (.@Minutes * 60);
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set .@Time$, "";
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if( .@Days > 1 )
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set .@Time$, .@Time$ + .@Days + " days, ";
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else if( .@Days > 0 )
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set .@Time$, .@Time$ + .@Days + " day, ";
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if( .@Hours > 1 )
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set .@Time$, .@Time$ + .@Hours + " hours, ";
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else if( .@Hours > 0 )
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set .@Time$, .@Time$ + .@Hours + " hour, ";
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if( .@Minutes > 1 )
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set .@Time$, .@Time$ + .@Minutes + " minutes, ";
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else if( .@Minutes > 0 )
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set .@Time$, .@Time$ + .@Minutes + " minute, ";
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if( .@Time_Left > 1 || .@Time_Left == 0 )
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set .@Time$, .@Time$ + .@Time_Left + " seconds";
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else if( .@Time_Left == 1 )
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set .@Time$, .@Time$ + .@Time_Left + " second";
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return .@Time$;
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}
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