
- Simplified function agitcheck so it isn't crash prone. Now it takes no arguments, and will return whether WoE is on or not. - Updated bundled scripts as required for this change. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@9559 54d463be-8e91-2dee-dedb-b68131a5f0ec
327 lines
12 KiB
Plaintext
327 lines
12 KiB
Plaintext
//===== eAthena 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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//= 2.08
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//===== Compatible With: =====================================
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//= eAthena 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 [Lupus]
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//- 2.08 Added NINJ_Q variable clear [Lupus]
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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;
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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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//DTS Vote System
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if($dtsglobalelig) set $dtsglobalelig,0;
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if($dts&(1<<6)) set $dts,$dts&~(1<<6);
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//Cube Room
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if(hzdun) {
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set MISC_QUEST,MISC_QUEST|512;
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set num1,0; set num2,0; set num3,0; set num4,0; set num5,0;
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set num6,0; set num7,0; set num8,0; set num9,0;
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set hzdun,0; set cubekey,0; set piciburn,0;
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}
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//Airship
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if($lengths){
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cleararray $textstringsa$[0],"",getarraysize($textstringsa$);
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cleararray $textstringsb$[0],"",getarraysize($textstringsb$);
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cleararray $textstringsc$[0],"",getarraysize($textstringsc$);
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cleararray $compstring$[0],"",getarraysize($compstring$);
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cleararray $lengths[0],0,getarraysize($lengths);
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}
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//Shinkskas Quest garbage
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if(Shinokas_Quest > 7){
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set ein_scientist,0;
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set ein_stuff,0;
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}
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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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if (Upper<2)
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jobchange getarg(0); // Common jobchange
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else
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jobchange getarg(0) + Job_Baby; //Change Job For Baby Class
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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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// FOT BACKWISE COMPATIBILITY: Functions used to check a players job class
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// HOW TO USE:
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// i.e. We need all holy classes but monks
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// if ( callfunc("Is_Holy_Class") && callfunc("Is_Monk")==0 ) goto L_Start;
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//////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////
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// returns 1 if the player is either Aco,Monk,Priest,Aco High,High Priest,
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// Champion, 0 otherwise
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//////////////////////////////////////////////////////////////////////////////////
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function script Is_Holy_Class {
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return ( BaseJob==Job_Acolyte || BaseJob==Job_Priest || BaseJob==Job_Monk );
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}
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//////////////////////////////////////////////////////////////////////////////////
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// returns 1 if the player is either Archer,Hunter,Bard,Dancer,Archer High,Sniper,
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// Clown,Gypsy, 0 otherwise
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//////////////////////////////////////////////////////////////////////////////////
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function script Is_Bow_Class {
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return ( BaseJob==Job_Archer || BaseJob==Job_Hunter || BaseJob==Job_Bard || BaseJob==Job_Dancer );
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}
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//////////////////////////////////////////////////////////////////////////////////
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// returns 1 if the player is either Mage,Wizard,Sage,Mage High,High Wizard,
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// Professor, 0 otherwise
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//////////////////////////////////////////////////////////////////////////////////
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function script Is_Magic_Class {
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return ( BaseJob==Job_Mage || BaseJob==Job_Wizard || BaseJob==Job_Sage );
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}
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//////////////////////////////////////////////////////////////////////////////////
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// returns 1 if the player is either Merc,Blacksmith,Alchemist,Merc High,
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// Whitesmith,Creator, 0 otherwise
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//////////////////////////////////////////////////////////////////////////////////
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function script Is_Merc_Class {
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return ( BaseJob==Job_Merchant || BaseJob==Job_Blacksmith || BaseJob==Job_Alchem );
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}
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//////////////////////////////////////////////////////////////////////////////////
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// returns 1 if the player is either Thief,Assassin,Rogue,Thief High, Assassin Cross
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// Stalker, 0 otherwise
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//////////////////////////////////////////////////////////////////////////////////
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function script Is_Thief_Class {
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return ( BaseJob==Job_Thief || BaseJob==Job_Assassin || BaseJob==Job_Rogue );
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}
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//////////////////////////////////////////////////////////////////////////////////
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// returns 1 if the player is either Swordy,Knight,Crusader,Swordy High,
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// Lord Knight,Paladin, 0 otherwise
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//////////////////////////////////////////////////////////////////////////////////
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function script Is_Sword_Class {
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return ( BaseJob==Job_Swordman || BaseJob==Job_Knight || BaseJob==Job_Knight2 || BaseJob==Job_Crusader || BaseJob==Job_Crusader2 );
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}
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//////////////////////////////////////////////////////////////////////////////////
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// returns 1 if the player is either Taekwon, Star Gladiator,Soul Linker, 0 otherwise
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// these classes can't be adopted nor reborn ()
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//////////////////////////////////////////////////////////////////////////////////
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function script Is_Taekwon_Class {
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return ( Class==Job_Taekwon || Class==Job_Star_Gladiator || Class==Job_Star_Gladiator2 || Class==Job_Soul_Linker );
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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 handsom 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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