
* Gathered remaining dialogues for Pyramids Nightmare script. (follow-up r17382) * Added missing items to "Guardian of Power" NPC from Mora Enchants. * Updated Hunting Missions script to v1.3a, which adds some mission reset options. * Added newline at end of files. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@17387 54d463be-8e91-2dee-dedb-b68131a5f0ec
306 lines
11 KiB
Plaintext
306 lines
11 KiB
Plaintext
//===== rAthena Script =======================================
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//= Hunting Missions
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//===== By: ==================================================
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//= Euphy
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//===== Current Version: =====================================
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//= 1.3a
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//===== Compatible With: =====================================
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//= rAthena SVN
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//===== Description: =========================================
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//= Random hunting missions.
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//= Rewards are based on quest difficulty.
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//===== Additional Comments: =================================
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//= 1.0 Initial script.
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//= 1.1 Small improvements and fixes.
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//= 1.2 Added party support and replaced blacklists with an
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//= SQL query, both thanks to AnnieRuru.
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//= 1.3 Re-added a blacklist adapted for the SQL query.
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//= 1.3a Added mission reset options.
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//============================================================
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prontera,152,187,6 script Hunting Missions 951,{
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function Chk; function Cm;
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mes "[Hunting Missions]";
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mes "Hello, "+strcharinfo(0)+"!";
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if (!#Mission_Delay) {
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next;
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mes "[Hunting Missions]";
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mes "I can't find any records...";
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mes "You must be new here!";
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emotion e_omg;
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next;
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callsub Mission_Info;
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emotion e_go;
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set #Mission_Delay,1;
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close;
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}
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mes rand(2)?"Working hard, as always...":"Not slacking, I hope...";
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mes "Is there anything I can help";
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mes "you with?";
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mes " ";
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mes "^777777~ You've completed ^0055FF"+Mission_Total+"^777777 mission"+((Mission_Total == 1)?"":"s")+". ~^000000";
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next;
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switch(select(((!Mission0)?" ~ New Mission::":": ~ Mission Status: ~ Abandon Mission")+": ~ Information: ~ Mission Shop: ~ View Top Hunters: ~ ^777777Cancel^000000")) {
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case 1:
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mes "[Hunting Missions]";
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if (#Mission_Count) {
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mes "You've started a mission";
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mes "on another character.";
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close;
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}
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if (#Mission_Delay > gettimetick(2) && .Delay) {
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set .@i, #Mission_Delay-gettimetick(2);
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if (.@i > 3600) set .@j$, (.@i/3600)+" hour"+(((.@i/3600) == 1)?"":"s");
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else if (.@i > 60) set .@j$, (.@i/60)+" minute"+(((.@i/60) == 1)?"":"s");
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else set .@j$, (.@i)+" second"+((.@i == 1)?"":"s");
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mes "I'm afraid you'll have to wait "+.@j$+" before taking another mission.";
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close;
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}
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mes "You must hunt:";
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query_sql("SELECT ID FROM `mob_db` WHERE left(Sprite, 4) != 'meta' AND left(Sprite, 2) != 'E_' AND ~Mode & 32 AND EXP > 0 AND MVP1id = 0 AND DropCardid > 4000 AND DropCardid < 5000 AND ID < 2000 AND instr('"+.Blacklist$+"',ID) = 0 ORDER BY rand() LIMIT "+.Quests, .@mob);
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for (set .@i,0; .@i<.Quests; set .@i,.@i+1) {
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setd "Mission"+.@i, .@mob[.@i];
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setd "Mission"+.@i +"_",0;
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}
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set #Mission_Count, rand(.Count[0],.Count[1]);
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callsub Mission_Status;
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next;
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mes "[Hunting Missions]";
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mes "Report back when";
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mes "you've finished.";
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mes "Good luck!";
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close;
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case 2:
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mes "[Hunting Missions]";
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mes "Mission status:";
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callsub Mission_Status;
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close;
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case 3:
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mes "[Hunting Missions]";
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mes "Do you really want to";
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mes "abandon your mission?";
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if (.Reset < 0 && .Delay)
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mes "Your delay time will not be reset.";
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else if (.Reset > 0)
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mes "It will cost "+Cm(.Reset)+" Zeny.";
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next;
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switch(select(" ~ Abandon...: ~ ^777777Cancel^000000")) {
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case 1:
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if (.Reset > 0) {
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if (Zeny < .Reset) {
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mes "[Hunting Missions]";
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mes "You don't have enough";
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mes "Zeny to drop this mission.";
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emotion e_sry;
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close;
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}
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set Zeny, Zeny-.Reset;
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emotion e_cash;
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}
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mes "[Hunting Missions]";
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mes "Alright, I've dropped";
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mes "your current mission.";
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specialeffect2 EF_STORMKICK4;
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for(set .@i,0; .@i<.Quests; set .@i,.@i+1) {
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setd "Mission"+.@i,0;
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setd "Mission"+.@i+"_",0;
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}
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set #Mission_Count,0;
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if (.Reset < 0 && .Delay) set #Mission_Delay, gettimetick(2)+(.Delay*3600);
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close;
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case 2:
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mes "[Hunting Missions]";
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mes "I knew you were kidding!";
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mes "Keep up the good work.";
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emotion e_heh;
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close;
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}
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case 4:
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callsub Mission_Info;
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close;
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case 5:
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mes "[Hunting Missions]";
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mes "You have ^0055FF"+#Mission_Points+"^000000 Mission Points.";
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mes "Use them well!";
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callshop "mission_shop",1;
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npcshopattach "mission_shop";
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end;
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case 6:
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mes "[Hunting Missions]";
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mes "The top hunters are:";
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query_sql("SELECT char_id AS id, (SELECT `name` FROM `char` WHERE char_id = id),`value` FROM `global_reg_value` WHERE str = 'Mission_Total' ORDER BY CAST(`value` AS SIGNED) DESC LIMIT 5",.@id,.@name$,.@val);
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for(set .@i,0; .@i<5; set .@i,.@i+1)
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mes " [Rank "+(.@i+1)+"] "+((.@name$[.@i] == "")?"^777777none":"^0055FF"+.@name$[.@i]+"^000000 : ^FF0000"+.@val[.@i]+" pt.")+"^000000";
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close;
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case 7:
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mes "[Hunting Missions]";
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mes "Nothing? Okay...";
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emotion e_hmm;
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close;
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}
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Mission_Status:
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set @f,0;
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deletearray .@j[0], getarraysize(.@j);
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for(set .@i,0; .@i<.Quests; set .@i,.@i+1) {
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set .@j[.@i], getd("Mission"+.@i);
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set .@j[.Quests], .@j[.Quests]+strmobinfo(3,.@j[.@i]);
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set .@j[.Quests+1], .@j[.Quests+1]+(strmobinfo(6,.@j[.@i])/(getbattleflag("base_exp_rate")/100)*.Modifier[0]);
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set .@j[.Quests+2], .@j[.Quests+2]+(strmobinfo(7,.@j[.@i])/(getbattleflag("job_exp_rate")/100)*.Modifier[1]);
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mes " > "+Chk(getd("Mission"+.@i+"_"),#Mission_Count)+strmobinfo(1,.@j[.@i])+" ("+getd("Mission"+.@i+"_")+"/"+#Mission_Count+")^000000";
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}
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// Reward formulas:
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set .@Mission_Points, 3+(.@j[.Quests]/.Quests/6);
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set .@Base_Exp, #Mission_Count*.@j[.Quests+1]/5;
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set .@Job_Exp, #Mission_Count*.@j[.Quests+2]/5;
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set .@Zeny, #Mission_Count*.Quests*.@j[.@i]*.Modifier[2];
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next;
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mes "[Hunting Missions]";
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mes "Mission rewards:";
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mes " > Mission Points: ^0055FF"+.@Mission_Points+"^000000";
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mes " > Base Experience: ^0055FF"+Cm(.@Base_Exp)+"^000000";
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mes " > Job Experience: ^0055FF"+Cm(.@Job_Exp)+"^000000";
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mes " > Zeny: ^0055FF"+Cm(.@Zeny)+"^000000";
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if (@f) { set @f,0; return; }
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next;
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mes "[Hunting Missions]";
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mes "Oh, you're done!";
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mes "Good work.";
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mes "Here's your reward.";
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emotion e_no1;
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specialeffect2 EF_ANGEL;
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specialeffect2 EF_TRUESIGHT;
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set #Mission_Points, #Mission_Points+.@Mission_Points;
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set BaseExp, BaseExp+.@Base_Exp;
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set JobExp, JobExp+.@Job_Exp;
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set Zeny, Zeny+.@Zeny;
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for(set .@i,0; .@i<.Quests; set .@i,.@i+1) {
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setd "Mission"+.@i,0;
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setd "Mission"+.@i+"_",0;
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}
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set #Mission_Count,0;
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if (.Delay) set #Mission_Delay, gettimetick(2)+(.Delay*3600);
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set Mission_Total, Mission_Total+1;
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if (Mission_Total == 1) query_sql("INSERT INTO `global_reg_value` (`char_id`,`str`,`value`,`type`,`account_id`) VALUES ("+getcharid(0)+",'Mission_Total','1',3,0)");
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else query_sql("UPDATE `global_reg_value` SET `value` = "+Mission_Total+" WHERE char_id = "+getcharid(0)+" AND `str` = 'Mission_Total'");
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close;
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Mission_Info:
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mes "[Hunting Missions]";
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mes "If you so choose, I can assign";
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mes "you a random hunting quest.";
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mes "Some are easier than others, but";
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mes "the rewards increase with difficulty.";
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next;
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mes "[Hunting Missions]";
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mes "Missions points are shared";
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mes "amongst all your characters.";
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if (.Delay) mes "Delay time is, too.";
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mes "You can't take missions on";
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mes "multiple characters at once.";
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next;
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mes "[Hunting Missions]";
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mes "You can start a quest";
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if (.Delay) mes "every "+((.Delay == 1)?"hour.":.Delay+" hours.");
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else mes "whenever you want.";
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mes "That's everything~";
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return;
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function Chk {
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if (getarg(0) < getarg(1)) { set @f,1; return "^FF0000"; }
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else return "^00FF00"; }
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function Cm {
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set .@str$, getarg(0);
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for(set .@i,getstrlen(.@str$)-3; .@i>0; set .@i,.@i-3)
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set .@str$, insertchar(.@str$,",",.@i);
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return .@str$; }
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OnBuyItem:
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set @cost,0;
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for(set .@i,0; .@i<getarraysize(@bought_nameid); set .@i,.@i+1)
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for(set .@j,0; .@j<getarraysize(.Shop); set .@j,.@j+2)
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if (@bought_nameid[.@i] == .Shop[.@j]) {
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set @cost, @cost+(.Shop[.@j+1]*@bought_quantity[.@i]);
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break;
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}
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mes "[Hunting Missions]";
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if (@cost > #Mission_Points) mes "You don't have enough Mission Points.";
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else {
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for(set .@i,0; .@i<getarraysize(@bought_nameid); set .@i,.@i+1) {
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getitem @bought_nameid[.@i], @bought_quantity[.@i];
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dispbottom "Purchased "+@bought_quantity[.@i]+"x "+getitemname(@bought_nameid[.@i])+".";
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}
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set #Mission_Points, #Mission_Points-@cost;
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mes "Deal completed.";
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emotion e_cash;
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}
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set @cost,0;
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deletearray @bought_nameid[0], getarraysize(@bought_nameid);
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deletearray @bought_quantity[0], getarraysize(@bought_quantity);
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close;
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OnNPCKillEvent:
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if (!getcharid(1) || !.Party) {
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if (!#Mission_Count || !Mission0) end;
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for (set .@i, 0; .@i<.Quests; set .@i,.@i+1) {
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if (strmobinfo(1,killedrid) == strmobinfo(1,getd("Mission"+.@i))) {
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if (getd("Mission"+.@i+"_") < #Mission_Count) {
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dispbottom "[Hunting Mission] Killed "+(set(getd("Mission"+.@i+"_"),getd("Mission"+.@i+"_")+1))+" of "+#Mission_Count+" "+strmobinfo(1,killedrid)+".";
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end;
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}
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}
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}
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} else if (.Party) {
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set .@mob, killedrid;
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getmapxy(.@map1$,.@x1,.@y1,0);
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getpartymember getcharid(1),1;
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getpartymember getcharid(1),2;
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for(set .@i,0; .@i<$@partymembercount; set .@i,.@i+1) {
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if (isloggedin($@partymemberaid[.@i], $@partymembercid[.@i])) {
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attachrid $@partymemberaid[.@i];
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if (#Mission_Count && Mission0 && HP > 0) {
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getmapxy(.@map2$,.@x2,.@y2,0);
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if ((.@map1$ == .@map2$ || .Party == 1) && (distance(.@x1,.@y1,.@x2,.@y2) <= 30 || .Party < 3)) {
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for(set .@j,0; .@j<.Quests; set .@j,.@j+1) {
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if (strmobinfo(1,.@mob) == strmobinfo(1,getd("Mission"+.@j))) {
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if (getd("Mission"+.@j+"_") < #Mission_Count) {
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dispbottom "[Hunting Mission] Killed "+(set(getd("Mission"+.@j+"_"),getd("Mission"+.@j+"_")+1))+" of "+#Mission_Count+" "+strmobinfo(1,.@mob)+".";
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break;
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}
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}
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}
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}
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}
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}
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}
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}
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end;
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OnInit:
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set .Delay,12; // Quest delay, in hours (0 to disable).
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set .Quests,4; // Number of subquests per mission (increases rewards).
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set .Party,3; // Party options: 0 (exclude party kills), 1 (include party kills), 2 (same map only), 3 (screen area only)
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set .Reset,-1; // Reset options: -1 (abandoning mission sets delay time), 0 (no delay time), [Zeny] (cost to abandon mission, no delay time)
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setarray .Count[0], // Min and max monsters per subquest (increases rewards).
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40,70;
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setarray .Modifier[0], // Multipliers for Base Exp, Job Exp, and Zeny rewards.
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getbattleflag("base_exp_rate")/100,getbattleflag("job_exp_rate")/100,60;
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setarray .Shop[0], // Reward items: <ID>,<point cost> (about 10~20 points per hunt).
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512,1,513,1,514,1,538,5,539,5,558,10,561,10;
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set .Blacklist$, // Blacklisted mob IDs.
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"1062,1088,1183,1186,1200,1212,1220,1221,1234,1235,"+
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"1244,1245,1250,1268,1290,1293,1294,1296,1298,1299,"+
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"1300,1301,1303,1304,1305,1306,1308,1309,1311,1313,"+
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"1515,1588,1618,1676,1677,1678,1679,1796,1797,1974,"+
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"1975,1976,1977,1978,1979";
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npcshopdelitem "mission_shop",512;
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for(set .@i,0; .@i<getarraysize(.Shop); set .@i,.@i+2)
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npcshopadditem "mission_shop", .Shop[.@i], .Shop[.@i+1];
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end;
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}
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- shop mission_shop -1,512:-1
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