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qdo_g_functions.shc
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343 lines (333 loc) · 8.63 KB
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/* ===============================================================
Funções Globais
================================================================
----------------------------------------------------------------
COMPATIBILIDADE
Hercules
----------------------------------------------------------------
VERSÕES
1.0 Criação [QuodDG]
----------------------------------------------------------------
* ================================================================
*/
//<num><max>
function script F_QDO_Float_perc {
.@i = getarg(0);
.@j = getarg(1);
.@k = .@i * 100;
.@x = .@k / .@j;
.@y = ((.@k % .@j) * 100) / .@j;
return .@x + "," + .@y + "%";
}
//<num><div>
function script F_QDO_Float_div {
.@i = getarg(0);
.@j = getarg(1);
.@x = .@i / .@j;
.@y = ((.@i % .@j) * 100) / .@j;
return .@x + "," + .@y;
}
function script F_QDO_Get_Eden_weapons {
.@nivel = getarg(0);
setarray .@weapons[0], 0;
switch(Class){
case Job_Novice:
case Job_Novice_High:
case Job_SuperNovice:
case Job_Super_Novice_E:
setarray .@weapons[0], P_Dagger1, P_Dagger2, P_Dagger3,
P_Mace1, P_Mace2, 0,
P_Sabre1, P_Sabre2, 0;
break;
case Job_Swordman:
case Job_Knight:
case Job_Crusader:
case Job_Swordman_High:
case Job_Lord_Knight:
case Job_Paladin:
case Job_Rune_Knight:
case Job_Rune_Knight_T:
case Job_Royal_Guard:
case Job_Royal_Guard_T:
setarray .@weapons[0], P_Dagger1, P_Dagger2, P_Dagger3,
P_Mace1, P_Mace2, P_Mace3,
P_Sabre1, P_Sabre2, P_Saber3,
P_Slayer1, P_Slayer2, P_Slayer3,
0, 0, P_Sphere1,
0, 0, P_Two_Handed_Axe1;
break;
case Job_Merchant:
case Job_Blacksmith:
case Job_Alchemist:
case Job_Merchant_High:
case Job_Whitesmith:
case Job_Creator:
case Job_Mechanic:
case Job_Mechanic_T:
case Job_Genetic:
case Job_Genetic_T:
setarray .@weapons[0], P_Mace1, P_Mace2, P_Mace3,
P_Sabre1, P_Sabre2, P_Saber3,
0, 0, P_Two_Handed_Axe1;
break;
case Job_Thief:
case Job_Rogue:
case Job_Thief_High:
case Job_Stalker:
case Job_Shadow_Chaser:
case Job_Shadow_Chaser_T:
setarray .@weapons[0], P_Dagger1, P_Dagger2, P_Dagger3;
break;
case Job_Assassin:
case Job_Assassin_Cross:
case Job_Guillotine_Cross:
case Job_Guillotine_Cross_T:
setarray .@weapons[0], P_Dagger1, P_Dagger2, P_Dagger3,
P_Sabre1, P_Sabre2, P_Saber3,
0, 0, P_Katar1;
break;
case Job_Acolyte:
case Job_Acolyte_High:
setarray .@weapons[0], P_Mace1, P_Mace2, P_Mace3,
P_Staff1, P_Staff2, P_Staff3;
break;
case Job_Priest:
case Job_High_Priest:
case Job_Arch_Bishop:
case Job_Arch_Bishop_T:
setarray .@weapons[0], P_Mace1, P_Mace2, P_Mace3,
P_Staff1, P_Staff2, P_Staff3,
0, 0, P_Knuckle1,
0, 0, P_Dic1;
break;
case Job_Monk:
case Job_Champion:
case Job_Sura:
case Job_Sura_T:
setarray .@weapons[0], P_Mace1, P_Mace2, P_Mace3,
P_Staff1, P_Staff2, P_Staff3,
0, 0, P_Knuckle1;
break;
case Job_Mage:
case Job_Mage_High:
case Job_Wizard:
case Job_High_Wizard:
case Job_Warlock:
case Job_Warlock_T:
setarray .@weapons[0], P_Staff1, P_Staff2, P_Staff3;
break;
case Job_Sage:
case Job_Professor:
case Job_Sorcerer:
case Job_Sorcerer_T:
setarray .@weapons[0], P_Dagger1, P_Dagger2, P_Dagger3,
P_Staff1, P_Staff2, P_Staff3,
0, 0, P_Dic1;
break;
case Job_Archer:
case Job_Archer_High:
case Job_Hunter:
case Job_Sniper:
case Job_Ranger:
case Job_Ranger_T:
setarray .@weapons[0], 0, P_Dagger2, P_Dagger3,
P_Bow1, P_Bow2, P_Bow3;
break;
case Job_Bard:
case Job_Clown:
case Job_Minstrel:
case Job_Minstrel_T:
setarray .@weapons[0], P_Dagger1, P_Dagger2, P_Dagger3,
P_Bow1, P_Bow2, P_Bow3,
0, 0, P_String_Inst1;
break;
case Job_Dancer:
case Job_Gypsy:
case Job_Wanderer:
case Job_Wanderer_T:
setarray .@weapons[0], P_Dagger1, P_Dagger2, P_Dagger3,
P_Bow1, P_Bow2, P_Bow3,
0, 0, P_Tail1;
break;
case Job_Taekwon:
case Job_Star_Gladiator:
setarray .@weapons[0], 0, 0, P_Dic1;
break;
case Job_Soul_Linker:
setarray .@weapons[0], P_Dagger1, P_Dagger2, P_Dagger3,
P_Staff1, P_Staff2, 0;
break;
case Job_Ninja:
case Job_Kagerou:
case Job_Oboro:
setarray .@weapons[0], P_Dagger1, P_Dagger2, P_Dagger3,
0, 0, P_Huuma_Shuriken1;
break;
case Job_Gunslinger:
case Job_Rebellion:
setarray .@weapons[0], P_Revolver1,P_Revolver2,P_Revolver3;
break;
case Job_Summoner:
setarray .@weapons[0], Paradise_Foxtail_Staff_I,Paradise_Foxtail_Staff_II,Paradise_Foxtail_Staff_III;
break;
}
.@j = 0;
for(.@i = 0; .@i < getarraysize(.@weapons); .@i++){
.@row = .@i / $@qdo_eden_weapons_columns;
.@column = (.@i % $@qdo_eden_weapons_columns) + 1;
if(.@weapons[.@i] > 0 && ( .@column == .@nivel )){
set getelementofarray(getarg(1), .@j), .@weapons[.@i];
.@j++;
}
}
return;
}
function script F_QDO_Anule_Mercant_Descount {
//(100 * 150) / (100 - 24)
.@skill_value = getarg(1);
.@taxa = 24;
if(.@skill_value == 1){
switch(getskilllv(MC_DISCOUNT)){
case 1:
.@taxa = 7;
break;
case 2:
.@taxa = 9;
break;
case 3:
.@taxa = 11;
break;
case 4:
.@taxa = 13;
break;
case 5:
.@taxa = 15;
break;
case 6:
.@taxa = 17;
break;
case 7:
.@taxa = 19;
break;
case 8:
.@taxa = 21;
break;
case 9:
.@taxa = 23;
break;
case 10:
.@taxa = 24;
break;
}
}
return (100 * getarg(0)) / (100 - .@taxa) + 1;
}
function script F_QDO_IsMVP {
.@boss_id = getarg(0);
.@mvp_list$ = "|1038|1039|1046|1059|1086"+
"|1087|1112|1115|1147|1150"+
"|1157|1159|1190|1251|1252"+
"|1272|1312|1373|1389|1399"+
"|1418|1492|1502|1511|1583"+
"|1623|1630|1646|1647|1648"+
"|1649|1650|1651|1658|1685"+
"|1688|1708|1719|1734|1751"+
"|1766|1767|1768|1779|1785"+
"|1813|1816|1817|1832|1871"+
"|1874|1876|1885|1917|1980"+
"|2022|2066|2068|2087|2094"+
"|2095|2096|2097|2098|2099"+
"|2100|2101|2102|2103|2104"+
"|2105|2106|2107|2108|2109"+
"|2110|2111|2112|2113|2131"+
"|2156|2165|2202|2235|2236"+
"|2237|2238|2239|2240|2241"+
"|2249|2251|2253|2255|2341"+
"|2362|2529|2533|2534|2535"+
"|2996|";
return compare(.@mvp_list$, "|"+.@boss_id+"|");
}
function script F_QDO_Get_Mobs_By_Level {
.@max_level = 120;
.@base_level = getarg(0) > .@max_level ? .@max_level : getarg(0);
.@quant = getarg(1);
.@sql$ = "SELECT " +
"m.ID, " +
"m.DropCardid " +
"FROM mob_db AS m " +
"WHERE " +
"!(`Mode`&0x00020) AND " +
"m.`Mode` <> 0 AND " +
"m.MEXP = 0 AND " +
"m.EXP <> 0 AND " +
"m.Sprite NOT LIKE 'EVENT_%' AND " +
"m.kName NOT LIKE 'Elusive %' AND " +
"m.kName NOT LIKE 'Swift %' AND " +
"m.kName NOT LIKE 'Furious %' AND " +
"m.kName NOT LIKE 'Solid %' AND " +
"m.kName NOT LIKE '% Ringleader' AND " +
"m.DropCardid <> 0 AND " +
"m.LV <= " + .@base_level + " " +
"GROUP BY m.DropCardid, m.ID " +
"ORDER BY m.LV DESC " +
"LIMIT 0," + .@quant + ";";
.@nb = query_sql(.@sql$, .@mId, .@DropCardid);
if(.@nb == 0){
return 0;
}
for(.@i = 0; .@i < getarraysize(.@mId); .@i++){
setarray getelementofarray(getarg(2), .@i), .@mId[.@i];
}
return .@nb;
}
function script F_QDO_Quest_Coins {
.@npc_name$ = getarg(0);
.@quest_id = getarg(1);
.@recomp = getarg(2);
.@qty = getarg(3);
.@mob_1 = getarg(4);
.@qty_mob_1 = getarg(5);
.@mob_2 = getarg(6);
.@qty_mob_2 = getarg(7);
if(questprogress(.@quest_id) == 2){
mes .@npc_name$;
mes "Você já completou esta missão.";
close;
}
else if(questprogress(.@quest_id) == 1){
if(questprogress(.@quest_id, HUNTING) < 2){
mes .@npc_name$;
mes "Você ainda não completou esta missão.";
close;
}
mes .@npc_name$;
mes "Missão completa!";
mes "Recompensa: " + .@qty + "x ^0075E9" + getitemname(.@recomp) + "^000000.";
close2;
getitem(.@recomp, .@qty);
erasequest(.@quest_id);
end;
}
mes .@npc_name$;
mes "Requerimentos da Missão";
mes "------------------------------";
mes "Derrotar: ";
if(.@mob_1 > 0){
mesf("%dx ^0075E9%s^000000", .@qty_mob_1, strmobinfo(2, .@mob_1));
}
if(.@mob_2 > 0){
mesf("%dx ^0075E9%s^000000", .@qty_mob_2, strmobinfo(2, .@mob_2));
}
mes "Aceitar a missão?";
next;
if(select("Não:Sim") == 1){
mes .@npc_name$;
mes "Missão rejeitada!";
close;
}
mes .@npc_name$;
mes "Missão aceita!";
close2;
setquest(.@quest_id);
end;
}