Here is the current script im trying right now :
//===== rAthena Script =======================================
//= Hunting Missions
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.3a
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= Random hunting missions.
//= Rewards are based on quest difficulty.
//===== Additional Comments: =================================
//= 1.0 Initial script.
//= 1.1 Small improvements and fixes.
//= 1.2 Added party support and replaced blacklists with an
//= SQL query, both thanks to AnnieRuru.
//= 1.3 Re-added a blacklist adapted for the SQL query.
//= 1.3a Added mission reset options.
//============================================================
prt_in,136,35,3 script Hunting Missions 951,{
function Chk; function Cm;
mes "[Hunting Missions]";
mes "Hola,"+strcharinfo(0)+"!";
if (!#Mission_Delay) {
next;
mes "[Hunting Missions]";
mes "No puedo encontrar ningun registro...";
mes "Debes ser nuevo por aqui!";
emotion e_omg;
next;
callsub Mission_Info;
emotion e_go;
set #Mission_Delay,1;
close;
}
mes rand(2)?"Trabajando duro, como siempre":"Ocupado, espero.";
mes "Hay algo en lo que pueda ";
mes "ser de tu ayuda?";
mes " ";
mes "^777777~ Has completado ^0055FF"+Mission_Total+"^777777 Mission"+((Mission_Total == 1)?"":"es")+". ~^000000";
mes "Tu nivel es "+BaseLevel+".";
mes "Maximo nivel de mob sera ["+.MaxLevel$+"].";
next;
switch(select(((!Mission0)?" ~ Nueva Mision::":": ~ Estatus de mision: ~ Abandonar Mision")+": ~ Informacion: ~ Tienda de cazadores: ~ Ver top de Cazadores: ~ ^777777Cancelar^000000")) {
case 1:
mes "[Hunting Missions]";
if (#Mission_Count) {
mes "Has iniciado una mision";
mes "con otro personaje.";
close;
}
if (#Mission_Delay > gettimetick(2) && .Delay) {
set .@i, #Mission_Delay-gettimetick(2);
if (.@i > 3600) set .@j$, (.@i/3600)+" Hora"+(((.@i/3600) == 1)?"":"s ");
else if (.@i > 60) set .@j$, (.@i/60)+" Minuto"+(((.@i/60) == 1)?"":"s ");
else set .@j$, (.@i)+" Segundo"+((.@i == 1)?"":"s ");
mes "Me temo que deberas esperar "+.@j$+" Antes de poder obtener otra mision.";
close;
}
mes "Deberas cazar:";
query_sql("SELECT ID FROM `mob_db` WHERE left(Sprite, 4) != 'meta' AND left(Sprite, 2) != 'E_' AND ~Mode & 32 AND EXP > 0 AND MVP1id = 0 AND DropCardid > 4000 AND DropCardid < 5000 AND ID < 2000 AND LV < "+.MaxLevel$+" AND instr('"+.Blacklist$+"',ID) = 0 ORDER BY rand() LIMIT "+.Quests, .@mob);
for (set .@i,0; .@i<.Quests; set .@i,.@i+1) {
setd "Mission"+.@i, .@mob[.@i];
setd "Mission"+.@i +"_",0;
}
set #Mission_Count, rand(.Count[0],.Count[1]);
callsub Mission_Status;
next;
mes "[Hunting Missions]";
mes "Reportate conmigo cuando";
mes "hayas terminado";
mes "Buena Suerte!!";
close;
case 2:
mes "[Hunting Missions]";
mes "Estatus de la mision:";
callsub Mission_Status;
close;
case 3:
mes "[Hunting Missions]";
mes "Ests seguro que deseas";
mes "abandonar tu mision?";
if (.Reset < 0 && .Delay)
mes "Tu tiempo de espera no puede ser anulado.";
else if (.Reset > 0)
mes "Te costara "+Cm(.Reset)+" Zeny.";
next;
switch(select(" ~ Abandonar...: ~ ^777777Cancelar^000000")) {
case 1:
if (.Reset > 0) {
if (Zeny < .Reset) {
mes "[Hunting Missions]";
mes "No tienes suficiente ";
mes "Zeny para renunciar a esta mision.";
emotion e_sry;
close;
}
set Zeny, Zeny-.Reset;
emotion e_cash;
}
mes "[Hunting Missions]";
mes "De acuerdo, he cancelado";
mes "tu mision actual.";
specialeffect2 EF_STORMKICK4;
for(set .@i,0; .@i<.Quests; set .@i,.@i+1) {
setd "Mission"+.@i,0;
setd "Mission"+.@i+"_",0;
}
set #Mission_Count,0;
if (.Reset < 0 && .Delay) set #Mission_Delay, gettimetick(2)+(.Delay*3600);
close;
case 2:
mes "[Hunting Missions]";
mes "Sabia que estabas bromeado!";
mes "Echale ganas!!";
emotion e_heh;
close;
}
case 4:
callsub Mission_Info;
close;
case 5:
mes "[Hunting Missions]";
mes "Tu tienes ^0055FF"+#Mission_Points+"^000000 Puntos De Cazador.";
mes "Usalos sabiamente!!!";
callshop "mission_shop",1;
npcshopattach "mission_shop";
end;
case 6:
mes "[Hunting Missions]";
mes "Los mejores cazadores son:";
query_sql("SELECT char_id AS id, (SELECT `name` FROM `char` WHERE char_id = id),`value` FROM `global_reg_value` WHERE str = 'Mission_Total' ORDER BY CAST(`value` AS SIGNED) DESC LIMIT 5",.@id,.@name$,.@val);
for(set .@i,0; .@i<5; set .@i,.@i+1)
mes " [Rank "+(.@i+1)+"] "+((.@name$[.@i] == "")?"^777777Nadie":"^0055FF"+.@name$[.@i]+"^000000 : ^FF0000"+.@val[.@i]+" pt.")+"^000000";
close;
case 7:
mes "[Hunting Missions]";
mes "Nada? De acuerdo...";
emotion e_hmm;
close;
}
Mission_Status:
set @f,0;
deletearray .@j[0], getarraysize(.@j);
for(set .@i,0; .@i<.Quests; set .@i,.@i+1) {
set .@j[.@i], getd("Mission"+.@i);
set .@j[.Quests], .@j[.Quests]+strmobinfo(3,.@j[.@i]);
set .@j[.Quests+1], .@j[.Quests+1]+(strmobinfo(6,.@j[.@i])/(getbattleflag("base_exp_rate")/100)*.Modifier[0]);
set .@j[.Quests+2], .@j[.Quests+2]+(strmobinfo(7,.@j[.@i])/(getbattleflag("job_exp_rate")/100)*.Modifier[1]);
mes " > "+Chk(getd("Mission"+.@i+"_"),#Mission_Count)+strmobinfo(1,.@j[.@i])+" ("+getd("Mission"+.@i+"_")+"/"+#Mission_Count+")^000000";
}
// Reward formulas:
set .@Mission_Points, 3+(.@j[.Quests]/.Quests/6);
set .@Base_Exp, #Mission_Count*.@j[.Quests+1]/12;
set .@Job_Exp, #Mission_Count*.@j[.Quests+2]/12;
set .@Zeny, #Mission_Count*.Quests*.@j[.@i]*.Modifier[2];
next;
mes "[Hunting Missions]";
mes "Recompenza por mision:";
mes " > Puntos de cazador: ^0055FF"+.@Mission_Points+"^000000";
mes " > Experiencia Base: ^0055FF"+Cm(.@Base_Exp)+"^000000";
mes " > Experiencia de Job: ^0055FF"+Cm(.@Job_Exp)+"^000000";
mes " > Zeny: ^0055FF"+Cm(.@Zeny)+"^000000";
if (@f) { set @f,0; return; }
next;
mes "[Hunting Missions]";
mes "Oh, Has terminado!";
mes "Buen trabajo.";
mes "Aqui esta tu recompenza.";
emotion e_no1;
specialeffect2 EF_ANGEL;
specialeffect2 EF_TRUESIGHT;
set #Mission_Points, #Mission_Points+.@Mission_Points;
set BaseExp, BaseExp+.@Base_Exp;
set JobExp, JobExp+.@Job_Exp;
set Zeny, Zeny+.@Zeny;
for(set .@i,0; .@i<.Quests; set .@i,.@i+1) {
setd "Mission"+.@i,0;
setd "Mission"+.@i+"_",0;
}
set #Mission_Count,0;
if (.Delay) set #Mission_Delay, gettimetick(2)+(.Delay*3600);
set Mission_Total, Mission_Total+1;
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)");
else query_sql("UPDATE `global_reg_value` SET `value` = "+Mission_Total+" WHERE char_id = "+getcharid(0)+" AND `str` = 'Mission_Total'");
close;
Mission_Info:
mes "[Hunting Missions]";
mes "Si tu asi lo deseas, yo puedo";
mes "darte una mision de caceria random.";
mes "Algunas son mas faciles que";
mes "otras, pero las recompenzas";
mes "aumentan con la dificultad.";
next;
mes "[Hunting Missions]";
mes "Los puntos cazador son";
mes "compartidos por todos tus personajes";
if (.Delay) mes "El tiempo de espera tambien.";
mes "No puedes obtener misiones en";
mes "multiples personajes a la vez.";
next;
mes "[Hunting Missions]";
mes "Puedes empezar una mision";
if (.Delay) mes "cada "+((.Delay == 1)?" Hora.":.Delay+" Horas.");
else mes "Cuando quieras.";
mes "Eso es todo.";
return;
function Chk {
if (getarg(0) < getarg(1)) { set @f,1; return "^FF0000"; }
else return "^00FF00"; }
function Cm {
set .@str$, getarg(0);
for(set .@i,getstrlen(.@str$)-3; .@i>0; set .@i,.@i-3)
set .@str$, insertchar(.@str$,",",.@i);
return .@str$; }
OnBuyItem:
set @cost,0;
for(set .@i,0; .@i<getarraysize(@bought_nameid); set .@i,.@i+1)
for(set .@j,0; .@j<getarraysize(.Shop); set .@j,.@j+2)
if (@bought_nameid[.@i] == .Shop[.@j]) {
set @cost, @cost+(.Shop[.@j+1]*@bought_quantity[.@i]);
break;
}
mes "[Hunting Missions]";
if (@cost > #Mission_Points) mes "Tu no tienes suficientes puntos de cazador.";
else {
for(set .@i,0; .@i<getarraysize(@bought_nameid); set .@i,.@i+1) {
getitem @bought_nameid[.@i], @bought_quantity[.@i];
dispbottom "Purchased "+@bought_quantity[.@i]+"x "+getitemname(@bought_nameid[.@i])+".";
}
set #Mission_Points, #Mission_Points-@cost;
mes "Trato completado.";
emotion e_cash;
}
set @cost,0;
deletearray @bought_nameid[0], getarraysize(@bought_nameid);
deletearray @bought_quantity[0], getarraysize(@bought_quantity);
close;
OnNPCKillEvent:
if (!getcharid(1) || !.Party) {
if (!#Mission_Count || !Mission0) end;
for (set .@i, 0; .@i<.Quests; set .@i,.@i+1) {
if (strmobinfo(1,killedrid) == strmobinfo(1,getd("Mission"+.@i))) {
if (getd("Mission"+.@i+"_") < #Mission_Count) {
dispbottom "[Hunting Mission] Killed "+(set(getd("Mission"+.@i+"_"),getd("Mission"+.@i+"_")+1))+" of "+#Mission_Count+" "+strmobinfo(1,killedrid)+".";
end;
}
}
}
} else if (.Party) {
set .@mob, killedrid;
getmapxy(.@map1$,.@x1,.@y1,0);
getpartymember getcharid(1),1;
getpartymember getcharid(1),2;
for(set .@i,0; .@i<$@partymembercount; set .@i,.@i+1) {
if (isloggedin($@partymemberaid[.@i], $@partymembercid[.@i])) {
attachrid $@partymemberaid[.@i];
if (#Mission_Count && Mission0 && HP > 0) {
getmapxy(.@map2$,.@x2,.@y2,0);
if ((.@map1$ == .@map2$ || .Party == 1) && (distance(.@x1,.@y1,.@x2,.@y2) <= 30 || .Party < 3)) {
for(set .@j,0; .@j<.Quests; set .@j,.@j+1) {
if (strmobinfo(1,.@mob) == strmobinfo(1,getd("Mission"+.@j))) {
if (getd("Mission"+.@j+"_") < #Mission_Count) {
dispbottom "[Hunting Mission] Killed "+(set(getd("Mission"+.@j+"_"),getd("Mission"+.@j+"_")+1))+" of "+#Mission_Count+" "+strmobinfo(1,.@mob)+".";
break;
}
}
}
}
}
}
}
}
end;
OnInit:
set .Delay,0; // Quest delay, in hours (0 to disable).
set .Quests,4; // Number of subquests per mission (increases rewards).
set .Party,3; // Party options: 0 (exclude party kills), 1 (include party kills), 2 (same map only), 3 (screen area only)
set .Reset,40000; // Reset options: -1 (abandoning mission sets delay time), 0 (no delay time), [Zeny] (cost to abandon mission, no delay time)
set .Maxdlevel,15 // Maxima diferencia de nivel <<<-- Max level difference.
setarray .Count[0], // Min and max monsters per subquest (increases rewards).
40,70;
setarray .Modifier[0], // Multipliers for Base Exp, Job Exp, and Zeny rewards.
getbattleflag("base_exp_rate")/300,getbattleflag("job_exp_rate")/300,2;
setarray .Shop[0], // Reward items: <ID>,<point cost> (about 10~20 points per hunt).
6153,1,7539,1,7515,5,662,1,7828,1,7829,2,7773,3;
set .Blacklist$, // Blacklisted mob IDs.
"1062,1088,1183,1186,1200,1212,1220,1221,1234,1235,"+
"1244,1245,1250,1268,1290,1293,1294,1296,1298,1299,"+
"1300,1301,1303,1304,1305,1306,1308,1309,1311,1313,"+
"1515,1588,1618,1676,1677,1678,1679,1796,1797,1974,"+
"1975,1976,1977,1978,1979";
set .MaxLevel$,readparam(2)+.Maxdlevel; //<<< --- Trying to make the max lvl higher then char level.
npcshopdelitem "mission_shop",512;
for(set .@i,0; .@i<getarraysize(.Shop); set .@i,.@i+2)
npcshopadditem "mission_shop", .Shop[.@i], .Shop[.@i+1];
end;
}
- shop mission_shop -1,512:-1
I made some modifications on the script :
set .Maxdlevel,15 // Maxima diferencia de nivel <<<-- Max level difference.
This part here is for the user so he can configure how high the monster diference is.
And this is the part where i keep failing at:
set .MaxLevel$,readparam(2)+.Maxdlevel; //<<< --- Trying to make the max lvl higher then char level.
Trying to make the variable .MaxLevel$ to be a number equal to (baselevel + maxlvldifference).