//===== rAthena Script ======================================= //= Global Functions //===== Description: ========================================= //= General script functions. //===== Additional Comments: ================================= //= 1.0 Initial script. [Lupus] [kobra_k88] //= 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//= 1.8 Added Job Vars clear for Extended classes: TK,SL,SG [Lupus] //= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus] //= 1.91 Added "F_SaveQuestSkills","F_Load?Skills" functions [Lupus] //= 2.0 Fixed F_Save/LoadQuestSkills functions.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] //= 2.25 Added "F_CanOpenStorage" and "F_CanChangeJob". [secretdataz] //= 2.26 Added "F_getpositionname". [Capuche] //= 2.27 Added "F_GetPlatinumSkills". [mazvi] //= 2.28 Added "close3". [Capuche] //= 2.29 Updated "F_IsCharm" to support all latest enchants [Everade] //============================================================ ////////////////////////////////////////////////////////////////////////////////// // 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",; // 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_SexMes",argFemale,argMale // Example: // mes callfunc("F_SexMes","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",,{{,{,}}} // 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", // // Returns equipment type, based on equip location. // -- callfunc "F_GetArmorType", ////////////////////////////////////////////////////////////////////////////////// function script F_GetWeaponType { switch(getiteminfo(getarg(0), ITEMINFO_VIEW)) { 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), ITEMINFO_LOCATIONS)) { case EQP_HEAD_LOW: return "Lower Headgear"; case EQP_HAND_R: return callfunc("F_GetWeaponType",getarg(0)); case EQP_GARMENT: return "Garment"; case EQP_ACC_L: case EQP_ACC_R: case EQP_ACC_RL: return "Accessory"; case EQP_ARMOR: return "Armor"; case EQP_HAND_L: return "Shield"; case EQP_SHOES: return "Shoes"; case EQP_HEAD_TOP: return "Upper Headgear"; case EQP_HEAD_MID: return "Middle Headgear"; case EQP_COSTUME_HEAD_TOP: return "Costume Upper Headgear"; case EQP_COSTUME_HEAD_MID: return "Costume Midle Headgear"; case EQP_COSTUME_HEAD_LOW: return "Costume Lower Headgear"; case EQP_COSTUME_GARMENT: return "Costume Garment"; case EQP_AMMO: return "Ammo"; case EQP_SHADOW_ARMOR: return "Shadow Armor"; case EQP_SHADOW_WEAPON: return "Shadow Weapon"; case EQP_SHADOW_SHIELD: return "Shadow Shield"; case EQP_SHADOW_SHOES: return "Shadow Shoes"; case EQP_SHADOW_ACC_R: case EQP_SHADOW_ACC_L: case EQP_SHADOW_ACC_RL: return "Shadow Accessory"; default: return "Unknown Equip"; } } ////////////////////////////////////////////////////////////////////////////////// // Returns time remaining in a readable format. // The argument is subtracted from UNIX epoch time, or 'gettimetick(2)'. // -- callfunc "Time2Str", // 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",, // -- callfunc "F_IsEquipRefineHack",, // -- callfunc "F_IsEquipCardHack",,,,, ////////////////////////////////////////////////////////////////////////////////// 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",""{,<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",,""{,<0:normal/1:uppercase>{,""}} // 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",""; // 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",""{,<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", // 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", // 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"; } ////////////////////////////////////////////////////////////////////////////////// // Indicate if attached player can open storage ////////////////////////////////////////////////////////////////////////////////// function script F_CanOpenStorage { return (!basicskillcheck() || !(getskilllv("NV_BASIC") < 6 && getskilllv("SU_BASIC_SKILL") < 1)); } ////////////////////////////////////////////////////////////////////////////////// // Indicate if attached player can advance to class 1 by checking // basic skill level 9. ////////////////////////////////////////////////////////////////////////////////// function script F_CanChangeJob { return (!basicskillcheck() || getskilllv("NV_BASIC") > 8); } ////////////////////////////////////////////////////////////////////////////////// // Return the position name of the EQI_* equipment slot. ////////////////////////////////////////////////////////////////////////////////// function script F_getpositionname { switch( getarg(0,999) ) { case EQI_ACC_L: return "Accessory 1"; case EQI_ACC_R: return "Accessory 2"; case EQI_SHOES: return "Shoes"; case EQI_GARMENT: return "Robe"; case EQI_HEAD_LOW: return "Head 3"; case EQI_HEAD_MID: return "Head 2"; case EQI_HEAD_TOP: return "Head"; case EQI_ARMOR: return "Body"; case EQI_HAND_L: return "Left hand"; case EQI_HAND_R: return "Right hand"; case EQI_COSTUME_HEAD_TOP: return "Upper Costume Headgear"; case EQI_COSTUME_HEAD_MID: return "Middle Costume Headgear"; case EQI_COSTUME_HEAD_LOW: return "Lower Costume Headgear"; case EQI_COSTUME_GARMENT: return "Costume Garment"; case EQI_AMMO: return "Arrow/Ammunition"; case EQI_SHADOW_ARMOR: return "Shadow Armor"; case EQI_SHADOW_WEAPON: return "Shadow Weapon"; case EQI_SHADOW_SHIELD: return "Shadow Shield"; case EQI_SHADOW_SHOES: return "Shadow Shoes"; case EQI_SHADOW_ACC_R: return "Shadow Accessory 2"; case EQI_SHADOW_ACC_L: return "Shadow Accessory 1"; default: return "Unknown"; } } ////////////////////////////////////////////////////////////////////////////////// // Gives attached player their Platinum Skill based on their class. ////////////////////////////////////////////////////////////////////////////////// function script F_GetPlatinumSkills { skill "NV_FIRSTAID",1,SKILL_PERM; switch (BaseClass) { case Job_Novice: if (Class != Job_Super_Novice) skill "NV_TRICKDEAD",1,SKILL_PERM; break; case Job_Swordman: skill "SM_MOVINGRECOVERY",1,SKILL_PERM; skill "SM_FATALBLOW",1,SKILL_PERM; skill "SM_AUTOBERSERK",1,SKILL_PERM; break; case Job_Mage: skill "MG_ENERGYCOAT",1,SKILL_PERM; break; case Job_Archer: skill "AC_MAKINGARROW",1,SKILL_PERM; skill "AC_CHARGEARROW",1,SKILL_PERM; break; case Job_Acolyte: skill "AL_HOLYLIGHT",1,SKILL_PERM; break; case Job_Merchant: skill "MC_CARTREVOLUTION",1,SKILL_PERM; skill "MC_CHANGECART",1,SKILL_PERM; skill "MC_LOUD",1,SKILL_PERM; if(PACKETVER >= 20150826) skill "MC_CARTDECORATE",1,SKILL_PERM; break; case Job_Thief: skill "TF_SPRINKLESAND",1,SKILL_PERM; skill "TF_BACKSLIDING",1,SKILL_PERM; skill "TF_PICKSTONE",1,SKILL_PERM; skill "TF_THROWSTONE",1,SKILL_PERM; break; default: break; } switch (BaseJob) { case Job_Knight: skill "KN_CHARGEATK",1,SKILL_PERM; break; case Job_Priest: skill "PR_REDEMPTIO",1,SKILL_PERM; break; case Job_Wizard: skill "WZ_SIGHTBLASTER",1,SKILL_PERM; break; case Job_Blacksmith: skill "BS_UNFAIRLYTRICK",1,SKILL_PERM; skill "BS_GREED",1,SKILL_PERM; break; case Job_Hunter: skill "HT_PHANTASMIC",1,SKILL_PERM; break; case Job_Assassin: skill "AS_SONICACCEL",1,SKILL_PERM; skill "AS_VENOMKNIFE",1,SKILL_PERM; break; case Job_Crusader: skill "CR_SHRINK",1,SKILL_PERM; break; case Job_Monk: skill "MO_KITRANSLATION",1,SKILL_PERM; skill "MO_BALKYOUNG",1,SKILL_PERM; break; case Job_Sage: skill "SA_CREATECON",1,SKILL_PERM; skill "SA_ELEMENTWATER",1,SKILL_PERM; skill "SA_ELEMENTGROUND",1,SKILL_PERM; skill "SA_ELEMENTFIRE",1,SKILL_PERM; skill "SA_ELEMENTWIND",1,SKILL_PERM; break; case Job_Rogue: skill "RG_CLOSECONFINE",1,SKILL_PERM; break; case Job_Alchemist: skill "AM_BIOETHICS",1,SKILL_PERM; break; case Job_Bard: skill "BA_PANGVOICE",1,SKILL_PERM; break; case Job_Dancer: skill "DC_WINKCHARM",1,SKILL_PERM; break; default: break; } return; } ////////////////////////////////////////////////////////////////////////////////// // Return true if the card is a charm (enchant card), false otherwise. ////////////////////////////////////////////////////////////////////////////////// function script F_IsCharm { .@id = getarg(0); return ((.@id >= 4700 && .@id <= 4999) || (.@id >= 29000 && .@id <= 29689) || (.@id >= 310000 && .@id <= 311091 )); }