
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@7089 54d463be-8e91-2dee-dedb-b68131a5f0ec
455 lines
15 KiB
Plaintext
455 lines
15 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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//= 2.0
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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//= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus]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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//============================================================
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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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// 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 job_sword_q2,0; 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;
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set STGL_Q,0;
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set SOUL_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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if(MARIANNE) {set MISC_QUEST,MISC_QUEST | 1; set MARIANNE,0;}
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set MEAT,0; set MORRISON,0;
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set BUNYBND,0; set TEMPESTRA,0;
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set sewer_prt,0; set iz_move_alberta,0;
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if(nif_q_done) {set nif_q_done,0; set MISC_QUEST,MISC_QUEST | 64;}
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if(MORGEN >= 2) {set MISC_QUEST,MISC_QUEST | 4; set MORGEN,0;}
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set nif_t,0;
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set QSK1,0; set QSK2,0; set QSK3,0; set QSK4,0;
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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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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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switch(getarg(0)){
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case Job_Novice:
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return "Novice";
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case Job_Swordman:
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return "Swordman";
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case Job_Mage:
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return "Magician";
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case Job_Archer:
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return "Archer";
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case Job_Acolyte:
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return "Acolyte";
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case Job_Merchant:
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return "Merchant";
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case Job_Thief:
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return "Thief";
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case Job_Knight:
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case Job_Knight2:
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return "Knight";
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case Job_Priest:
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return "Priest";
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case Job_Wizard:
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return "Wizard";
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case Job_Blacksmith:
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return "Blacksmith";
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case Job_Hunter:
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return "Hunter";
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case Job_Assassin:
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return "Assassin";
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case Job_Crusader:
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case Job_Crusader2:
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return "Crusader";
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case Job_Monk:
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return "Monk";
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case Job_Sage:
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return "Sage";
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case Job_Rogue:
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return "Rogue";
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case Job_Alchem:
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return "Alchemist";
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case Job_Bard:
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return "Bard";
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case Job_Dancer:
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return "Dancer";
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case Job_SuperNovice:
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return "Super Novice";
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case Job_Gunslinger:
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return "Gunsligner";
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case Job_Ninja:
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return "Ninja";
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case Job_Xmas:
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return "Xmas";
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case Job_Novice_High:
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return "Novice High";
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case Job_Swordman_High:
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return "Swordman High";
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case Job_Mage_High:
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return "Magician High";
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case Job_Archer_High:
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return "Archer High";
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case Job_Acolyte_High:
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return "Acolyte High";
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case Job_Merchant_High:
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return "Merchant High";
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case Job_Thief_High:
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return "Thief High";
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case Job_Lord_Knight:
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case Job_Lord_Knight2:
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return "Lord Knight";
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case Job_High_Priest:
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return "High Priest";
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case Job_High_Wizard:
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return "High Wizard";
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case Job_Whitesmith:
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return "Whitesmith";
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case Job_Sniper:
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return "Sniper";
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case Job_Assassin_Cross:
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return "Assassin Cross";
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case Job_Paladin:
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case Job_Paladin2:
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return "Paladin";
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case Job_Champion:
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return "Champion";
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case Job_Professor:
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return "Professor";
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case Job_Stalker:
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return "Stalker";
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case Job_Creator:
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return "Creator";
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case Job_Clown:
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return "Clown";
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case Job_Gypsy:
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return "Gypsy";
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case Job_Baby:
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return "Baby";
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case Job_Baby_Swordman:
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return "Baby Swordman";
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case Job_Baby_Mage:
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return "Baby Magician";
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case Job_Baby_Archer:
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return "Baby Archer";
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case Job_Baby_Acolyte:
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return "Baby Acolyte";
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case Job_Baby_Merchant:
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return "Baby Merchant";
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case Job_Baby_Thief:
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return "Baby Thief";
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case Job_Baby_Knight:
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case Job_Baby_Knight2:
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return "Baby Knight";
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case Job_Baby_Priest:
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return "Baby Priest";
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case Job_Baby_Wizard:
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return "Baby Wizard";
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case Job_Baby_Blacksmith:
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return "Baby Blacksmith";
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case Job_Baby_Hunter:
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return "Baby Hunter";
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case Job_Baby_Assassin:
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return "Baby Assassin";
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case Job_Baby_Crusader:
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case Job_Baby_Crusader2:
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return "Baby Crusader";
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case Job_Baby_Monk:
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return "Baby Monk";
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case Job_Baby_Sage:
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return "Baby Sage";
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case Job_Baby_Rogue:
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return "Baby Rogue";
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case Job_Baby_Alchem:
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return "Baby Alchemist";
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case Job_Baby_Bard:
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return "Baby Bard";
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case Job_Baby_Dancer:
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return "Baby Dancer";
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case Job_Super_Baby:
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return "Super Baby";
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case Job_Taekwon:
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if(Sex == 0)
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return "Taekwon Girl";
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else
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return "Taekwon Boy";
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case Job_Star_Gladiator:
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case Job_Star_Gladiator2:
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return "Star Gladiator";
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case Job_Soul_Linker:
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return "Soul Linker";
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case Job_Ninja:
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return "Ninja";
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case Job_Gunslinger:
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return "Gunslinger";
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case Job_Xmas:
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return "Christmas";
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case Option_Wedding:
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if(Sex == 0)
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return "Bride";
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else
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return "Bridegroom";
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default:
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return "omghaxor";
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}
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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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} |