rathena/npc/other/Global_Functions.txt
Euphy 3b2762ca3c Enable NPC logging through 'logmes' by default.
- Commented some unnecessary log messages.

Bug fixes:
- M_DOPPELGANGER had too much HP. (Hercules 9cd3ec0)
- Huuma_Swirling_Petal should not have an element. (bugreport:9073)
http://rathena.org/board/tracker/issue-9073-huuma-swirling-petal/

Signed-off-by: Euphy <euphy.raliel@rathena.org>
2014-08-22 16:06:32 -04:00

595 lines
22 KiB
Plaintext

//===== rAthena Script =======================================
//= Global Functions
//===== By: ==================================================
//= Lupus, kobra_k88
//===== Current Version: =====================================
//= 2.24
//===== Compatible With: =====================================
//= rAthena Project
//===== 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//= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus]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]
//= 2.2 Added "F_GetPlural", "F_InsertPlural", "F_InsertArticle", "F_InsertComma", "F_GetNumSuffix". [Euphy]
//= Standardized descriptions, updated 'F_GetArmorType'.
//= 2.21 Added format string to "F_InsertPlural" and more checks to "F_GetPlural". [Euphy]
//= 2.22 Further improvements to "F_GetPlural". [Euphy]
//= 2.23 Completed article function and added "F_GetArticle". [Euphy]
//= 2.24 Added functions to check for equipment swap hacks. [Euphy]
//============================================================
//////////////////////////////////////////////////////////////////////////////////
// Clears job quest variables.
// -- callfunc "F_ClearJobVar"
//////////////////////////////////////////////////////////////////////////////////
function script F_ClearJobVar {
// Misc ---------------------------------
set JBLVL,0;
set FIRSTAID,0;
set PLAYDEAD,0;
set got_bandage,0;
set got_novnametag,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 SWTEST, 0;
set job_thief_q,0;
// Super Novice
set SUPNOV_Q,0;
// 2-1 Jobs ------------------------------
set ASSIN_Q,0; set ASSIN_Q2,0; set ASSIN_Q3,0;
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 CRUS_Q,0;
set MONK_Q,0; set JOB_MONK_C,0;
set SAGE_Q,0; set SAGE_Q2,0;
set DANC_Q,0;
set BARD_Q,0;
// Extended Classes
set TAEK_Q,0; set TK_Q,0;
set STGL_Q,0;
set SOUL_Q,0;
set GUNS_Q,0;
set NINJ_Q,0;
return;
}
//////////////////////////////////////////////////////////////////////////////////
// Clears other unused variables.
// -- callfunc "F_ClearGarbage"
//////////////////////////////////////////////////////////////////////////////////
function script F_ClearGarbage {
// Clear outdated global VARS
//Clear TURTLE var if the Turtle Islans Quest is already done
if(TURTLE==20) set MISC_QUEST,MISC_QUEST | 65536;
if(MISC_QUEST & 65536) set TURTLE,0; //now clear the var if the quest is over
//Clear previously saved Quest Skills (now it isn't used)
set ADV_QSK,0;
set ADV_QSK2,0;
//Old Reset Skill Event used to use RES_SKILL var
set 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:
set wizard_m2,0;
// Old Novice Ground Variables.
set NEW_MES_FLAG0,0;
set NEW_MES_FLAG1,0;
set NEW_MES_FLAG2,0;
set NEW_MES_FLAG3,0;
set NEW_MES_FLAG4,0;
set NEW_MES_FLAG5,0;
set NEW_LVUP0,0;
set NEW_LVUP1,0;
set NEW_JOBLVUP,0;
// Old DTS variables that are no longer used.
set dtseligible,0;
set MISC_QUEST,MISC_QUEST & ~128;
return;
}
//////////////////////////////////////////////////////////////////////////////////
// Job change based on Upper value (normal, advanced, baby).
// -- callfunc "Job_Change",<Class value>;
// See Job_* constants in 'db/const.txt' for Class values.
//////////////////////////////////////////////////////////////////////////////////
function script Job_Change {
jobchange getarg(0),Upper;
// logmes "CLASS CHANGE: " +strcharinfo(0)+ " become a "+jobname(Class);
return;
}
//////////////////////////////////////////////////////////////////////////////////
// Functions used to spiff up dialoges [Lupus]
//////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////
// Returns a random argument.
// -- callfunc "F_Rand",arg0,arg1,...
// Example:
// // You can use it to pick a random number from a list:
// set @itemIDfromList, callfunc("F_Rand",1129,1222,1163,1357,1360,1522,1811,1410);
//////////////////////////////////////////////////////////////////////////////////
function script F_Rand {
return getarg(rand(getargcount()));
}
//////////////////////////////////////////////////////////////////////////////////
// Returns 1st argument if female, 2nd argument if male.
// -- callfunc "F_Sex",argFemale,argMale
// Example:
// mes callfunc("F_Sex","What a beautiful lady!","What a handsome man!");
//////////////////////////////////////////////////////////////////////////////////
function script F_SexMes {
return getarg(Sex);
}
//////////////////////////////////////////////////////////////////////////////////
// Returns random "hello" and "goodbye" messages.
// -- callfunc "F_Hi"
// -- callfunc "F_Bye"
//////////////////////////////////////////////////////////////////////////////////
function script F_Hi {
return callfunc("F_Rand","Hi!","Hello!","Good day!","How are you?","Hello there.");
}
function script F_Bye {
return callfunc("F_Rand","Bye. See you again.","Later.","Goodbye.","Good luck!","Have a nice day!","Byebye!!!");
}
//////////////////////////////////////////////////////////////////////////////////
// Returns expanded item name string.
// -- callfunc "F_ItemName",<item ID>,{<element>{,<VVS meter 0..3>{,<refine rate>}}}
// Elements: 0=none, 1=Ice, 2=Earth, 3=Fire, 4=Wind
// Example:
// // Displays "Show me your ^000090+5 VVS Fire Knife^000000..."
// mes "Show me your "+callfunc("F_ItemName",1201,1,2,5)+"...";
//////////////////////////////////////////////////////////////////////////////////
function script F_ItemName {
if (getarg(3,0))
set .@t$,"+"+getarg(3)+" ";
switch (getarg(2,0)) {
case 0: break;
case 1: set .@t$,.@t$+"VS "; break;
case 2: set .@t$,.@t$+"VVS "; break;
case 3: set .@t$,.@t$+"VVVS "; break;
default: set .@t$,.@t$+getarg(2)+"xVS "; break;
}
switch (getarg(1,0)) {
case 0: break;
case 1: set .@t$,.@t$+"Ice "; break;
case 2: set .@t$,.@t$+"Earth "; break;
case 3: set .@t$,.@t$+"Fire "; break;
case 4: set .@t$,.@t$+"Wind "; break;
default: set .@t$,.@t$+"Strange "; break;
}
return "^000090"+.@t$+getitemname(getarg(0))+"^000000";
}
//////////////////////////////////////////////////////////////////////////////////
// Stores learnt quest skills as variables ADV_QSK and ADV_QSK2.
// -- callfunc "F_SaveQuestSkills"
//
// Restores learnt 1st class quest skills.
// -- callfunc "F_Load1Skills"
//
// Restores learnt 2nd class quest skills.
// -- callfunc "F_Load2Skills"
//////////////////////////////////////////////////////////////////////////////////
function script F_SaveQuestSkills {
set ADV_QSK,0; set ADV_QSK2,0;
//1st classes quest skills
for(set .@i, 0; .@i < 14; set .@i, .@i + 1){
if(getskilllv(144+.@i)) set ADV_QSK,ADV_QSK|pow(2,.@i);
}
//2nd classes quest skills
for(set .@i, 0; .@i < 19; set .@i, .@i + 1){
if(getskilllv(1001+.@i)) set ADV_QSK2,ADV_QSK2|pow(2,.@i);
}
return;
}
function script F_Load1Skills {
for(set .@i, 0; .@i < 14; set .@i, .@i + 1){
if(ADV_QSK|pow(2,.@i) == ADV_QSK) skill 144+.@i,1,0;
}
set ADV_QSK,0; //Clear var
return;
}
function script F_Load2Skills {
for(set .@i, 0; .@i < 19; set .@i, .@i + 1){
if(ADV_QSK2|pow(2,.@i) == ADV_QSK2) skill 1001+.@i,1,0;
}
set ADV_QSK2,0; //Clear var
return;
}
//////////////////////////////////////////////////////////////////////////////////
// Returns weapon type, based on view.
// -- callfunc "F_GetWeaponType",<weapon ID>
//
// Returns equipment type, based on equip location.
// -- callfunc "F_GetArmorType",<item ID>
//////////////////////////////////////////////////////////////////////////////////
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 "Unknown Weapon"; break;
}
end;
}
function script F_GetArmorType {
switch(getiteminfo(getarg(0),5)) {
case 001: return "Lower Headgear"; break;
case 2: return callfunc("F_GetWeaponType",getarg(0)); 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 136: return "Accessory"; break; //8+128
case 256: return "Upper Headgear"; break;
case 512: return "Middle Headgear"; break;
case 1024: return "Costume Upper Headgear"; break;
case 2048: return "Costume Midle Headgear"; break;
case 4096: return "Costume Lower Headgear"; break;
case 8192: return "Costume Garment"; break;
case 32768: return "Ammo"; break;
case 65536: return "Shadow Armor"; break;
case 131072: return "Shadow Weapon"; break;
case 262144: return "Shadow Shield"; break;
case 524288: return "Shadow Shoes"; break;
case 1048576: return "Shadow Accessory"; break;
case 2097152: return "Shadow Accessory"; break;
case 3145728: return "Shadow Accessory"; break; //1048576+2097152
default: return "Unknown Equip"; break;
}
end;
}
//////////////////////////////////////////////////////////////////////////////////
// Returns time remaining in a readable format.
// The argument is subtracted from UNIX epoch time, or 'gettimetick(2)'.
// -- callfunc "Time2Str",<tick in UNIX epoch time>
// Example:
// // Displays "Time left: 1 day, 1 hour, 8 minutes, 20 seconds"
// set .@Timer, gettimetick(2) + 90500;
// mes "Time left: " + callfunc("Time2Str",.@Timer);
//////////////////////////////////////////////////////////////////////////////////
function script Time2Str {
set .@Time_Left, getarg(0) - gettimetick(2);
set .@Days, .@Time_Left / 86400;
set .@Time_Left, .@Time_Left - (.@Days * 86400);
set .@Hours, .@Time_Left / 3600;
set .@Time_Left, .@Time_Left - (.@Hours * 3600);
set .@Minutes, .@Time_Left / 60;
set .@Time_Left, .@Time_Left - (.@Minutes * 60);
set .@Time$, "";
if( .@Days > 1 )
set .@Time$, .@Time$ + .@Days + " days, ";
else if( .@Days > 0 )
set .@Time$, .@Time$ + .@Days + " day, ";
if( .@Hours > 1 )
set .@Time$, .@Time$ + .@Hours + " hours, ";
else if( .@Hours > 0 )
set .@Time$, .@Time$ + .@Hours + " hour, ";
if( .@Minutes > 1 )
set .@Time$, .@Time$ + .@Minutes + " minutes, ";
else if( .@Minutes > 0 )
set .@Time$, .@Time$ + .@Minutes + " minute, ";
if( .@Time_Left > 1 || .@Time_Left == 0 )
set .@Time$, .@Time$ + .@Time_Left + " seconds";
else if( .@Time_Left == 1 )
set .@Time$, .@Time$ + .@Time_Left + " second";
return .@Time$;
}
//////////////////////////////////////////////////////////////////////////////////
// Checks if equipment has been swapped (i.e. via hacks).
// The function checks the current equipment at a position against the supplied
// values, and logs any mismatches.
// Returns 0 if match, 1 if mismatch.
// -- callfunc "F_IsEquipIDHack",<equip position>,<equip ID>
// -- callfunc "F_IsEquipRefineHack",<equip position>,<refine>
// -- callfunc "F_IsEquipCardHack",<equip position>,<card 0>,<card 1>,<card 2>,<card 3>
//////////////////////////////////////////////////////////////////////////////////
function script F_IsEquipIDHack {
set .@id_chk, getequipid(getarg(0));
set .@id, getarg(1);
if (.@id != .@id_chk) {
logmes "Hack: Tried to swap equip " + getitemname(.@id) + " for " + getitemname(.@id_chk) + ".";
return 1;
}
return 0;
}
function script F_IsEquipRefineHack {
set .@refine_chk, getequiprefinerycnt(getarg(0));
set .@refine, getarg(1);
if (.@refine != .@refine_chk) {
logmes "Hack: Tried to swap equip with refine +" + .@refine + " for +" + .@refine_chk + ".";
return 1;
}
return 0;
}
function script F_IsEquipCardHack {
set .@pos, getarg(0);
for (set .@i,0; .@i < 4; set .@i, .@i+1) {
set .@card, getarg(.@i + 1);
set .@card_chk, getequipcardid(.@pos, .@i);
if (.@card != .@card_chk) {
logmes "Hack: Tried to swap card " + getitemname(.@card) + " for " + getitemname(.@card_chk) + ".";
return 1;
}
}
return 0;
}
//////////////////////////////////////////////////////////////////////////////////
// Functions for text manipulation [Euphy]
//////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////
// Returns the plural of a noun - works in most cases, but not for everything!
// -- callfunc "F_GetPlural","<noun>"{,<0:normal/1:uppercase>}
// Examples:
// callfunc("F_GetPlural","dog") // returns "dogs"
// callfunc("F_GetPlural","fox",1) // returns "FOXES"
// callfunc("F_GetPlural","knife") // returns "knives"
// callfunc("F_GetPlural","Piece of Cake") // returns "Pieces of Cake"
//
// Returns the plural of a noun if the given number is not 1.
// -- callfunc "F_InsertPlural",<number>,"<noun>"{,<0:normal/1:uppercase>{,"<format string>"}}
// Format string uses sprintf(), and MUST contain %d (arg0) and %s (arg1), in that order.
// Examples:
// callfunc("F_InsertPlural",1,"dog") // returns "1 dog"
// callfunc("F_InsertPlural",3,"fox",1) // returns "3 FOXES"
// // returns "^FF00005^000000 knives"
// callfunc("F_InsertPlural",5,"knife",0,"^FF0000%d^000000 %s")
//////////////////////////////////////////////////////////////////////////////////
function script F_GetPlural {
set .@str$, getarg(0);
if (countstr(.@str$," ")) { // multiple words
explode(.@tmp$,.@str$," ");
set .@size, getarraysize(.@tmp$);
// if format is "... of|in|on ...", pluralize preceding word; else pluralize last word
if (compare(.@str$," of ") || compare(.@str$," in ") || compare(.@str$," on ")) {
for (set .@i,1; .@i<.@size; set .@i,.@i+1) {
if (getstrlen(.@tmp$[.@i]) == 2 && compare("of|in|on",.@tmp$[.@i]))
break;
set .@index, .@index + 1;
}
} else
set .@index, .@size - 1;
set .@str$, .@tmp$[.@index];
set .@tmp$[.@index],"%s";
set .@format$, implode(.@tmp$," ");
} else
set .@format$, "%s";
set .@strlen, getstrlen(.@str$);
if (.@strlen < 3) // prevent errors
return ((getarg(1,0)) ? strtoupper(sprintf(.@format$,.@str$)) : sprintf(.@format$,.@str$));
setarray .@suffix$[0], charat(.@str$,.@strlen - 1), substr(.@str$,.@strlen - 2,.@strlen - 1);
if (!compare("abcdefghijklmnopqrstuvwxyz",.@suffix$[0])) { // last character is not a letter
set .@result$, .@str$;
}
// common exceptions --> singular form == plural form
else if (compare("fish|glasses|sunglasses|clothes|boots|shoes|greaves|sandals|wings|ears",.@str$)) {
set .@result$, .@str$;
}
// ends in -s, -x, -z, -ch, -sh --> add -es
else if (.@suffix$[0] == "s" || .@suffix$[0] == "x" || .@suffix$[0] == "z" ||
.@suffix$[1] == "ch" || .@suffix$[1] == "sh") {
set .@result$, .@str$ + "es";
}
// ends in -f, -fe --> remove -f, -fe --> add -ves
else if ((.@suffix$[0] == "f" || .@suffix$[1] == "fe") && .@suffix$[1] != "ff") {
if (compare("belief|cliff|chief|dwarf|grief|gulf|proof|roof",.@str$))
set .@result$, .@str$ + "s"; // exceptions --> add -s
else
set .@result$, substr(.@str$,0,.@strlen - 2 - (.@suffix$[1] == "fe")) + "ves";
}
// ends in consonant + -y --> remove -y --> add -ies
else if (.@suffix$[0] == "y" && !compare("aeiou",charat(.@suffix$[1],0))) {
set .@result$, delchar(.@str$,.@strlen - 1) + "ies";
}
// ends in -o --> exceptions --> add -es
else if (.@suffix$[0] == "o" &&
compare("buffalo|domino|echo|grotto|halo|hero|mango|mosquito|potato|tomato|tornado|torpedo|veto|volcano",.@str$)) {
set .@result$, .@str$ + "es";
}
// default --> add -s
else {
set .@result$, .@str$ + "s";
}
return ((getarg(1,0)) ? strtoupper(sprintf(.@format$,.@result$)) : sprintf(.@format$,.@result$));
}
function script F_InsertPlural {
return sprintf(getarg(3,"%d %s"), getarg(0), ((getarg(0) == 1) ? getarg(1) : callfunc("F_GetPlural",getarg(1),getarg(2,0))));
}
//////////////////////////////////////////////////////////////////////////////////
// Returns 'a' or 'an' based on a word.
// -- callfunc "F_GetArticle","<noun>";
// Examples:
// callfunc("F_GetArticle","Apple") // returns "an"
// callfunc("F_GetArticle","dog") // returns "a"
//
// Returns 'a' or 'an' based on a word, followed by the word.
// -- callfunc "F_InsertArticle","<word>"{,<0:lowercase a/1:uppercase A>}
// Examples:
// callfunc("F_InsertArticle","Apple") // returns "an Apple"
// callfunc("F_InsertArticle","dog",1) // returns "A dog"
//////////////////////////////////////////////////////////////////////////////////
function script F_GetArticle {
set .@str$, strtolower(getarg(0));
// not a word
if (!charisalpha(.@str$,0))
return "a";
// 1-letter words
if (getstrlen(.@str$) == 1) {
if (strpos("aefhilmnorsx",.@str$) > -1)
return "an";
else
return "a";
}
// special cases
if (preg_match("(euler|hour(?!i)|heir|honest|hono)",.@str$))
return "an";
// consonants
if (preg_match("^[^aeiouy]",.@str$))
return "a";
// special vowel forms
if (preg_match("^e[uw]",.@str$) || preg_match("^onc?e\b",.@str$) || preg_match("^uni([^nmd]|mo)",.@str$) || preg_match("^u[bcfhjkqrst][aeiou]",.@str$))
return "a";
if (preg_match("^ut[th]",.@str$))
return "an";
// special capitals (rare)
//if (preg_match("^U[NK][AIEO]?",getarg(0)))
// return "a";
// vowels
if (preg_match("^[aeiou]",.@str$))
return "an";
// y... (rare)
//if (preg_match("^(y(b[lor]|cl[ea]|fere|gg|p[ios]|rou|tt))",.@str$))
// return "an";
return "a";
}
function script F_InsertArticle {
set .@article$, callfunc("F_GetArticle",getarg(0));
return sprintf("%s %s", ((getarg(1,0)) ? replacestr(.@article$,"a","A") : .@article$), getarg(0));
}
//////////////////////////////////////////////////////////////////////////////////
// Returns a number with commas between every three digits.
// -- callfunc "F_InsertComma",<number>
// Examples:
// callfunc("F_InsertComma",7777777) // returns "7,777,777"
//////////////////////////////////////////////////////////////////////////////////
function script F_InsertComma {
set .@str$, getarg(0);
for (set .@i,getstrlen(.@str$)-3; .@i>0; set .@i,.@i-3)
set .@str$, insertchar(.@str$,",",.@i);
return .@str$;
}
//////////////////////////////////////////////////////////////////////////////////
// Returns a number with a '-st', '-nd', '-rd', or '-th' suffix.
// -- callfunc "F_GetNumSuffix",<number>
// Examples:
// callfunc("F_GetNumSuffix",1) // returns "1st"
// callfunc("F_GetNumSuffix",11) // returns "11th"
// callfunc("F_GetNumSuffix",32) // returns "32nd"
//////////////////////////////////////////////////////////////////////////////////
function script F_GetNumSuffix {
set .@n, getarg(0);
set .@mod, .@n % 10;
if (.@mod == 1 && .@n != 11) return .@n+"st";
else if (.@mod == 2 && .@n != 12) return .@n+"nd";
else if (.@mod == 3 && .@n != 13) return .@n+"rd";
else return .@n+"th";
}