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Sasuke Uchiha

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Posts posted by Sasuke Uchiha

  1. //===== 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.
    //============================================================
    
    prontera,152,187,6	script	Hunting Missions	951,{
    function Chk; function Cm;
    	mes "[Hunting Missions]";
    	mes "Hello, "+strcharinfo(0)+"!";
    	if (!#Mission_Delay) {
    		next;
    		mes "[Hunting Missions]";
    		mes "I can't find any records...";
    		mes "You must be new here!";
    		emotion e_omg;
    		next;
    		callsub Mission_Info;
    		emotion e_go;
    		set #Mission_Delay,1;
    		close;
    	}
    	mes rand(2)?"Working hard, as always...":"Not slacking, I hope...";
    	mes "Is there anything I can help";
    	mes "you with?";
    	mes " ";
    	mes "^777777~ You've completed ^0055FF"+Mission_Total+"^777777 mission"+((Mission_Total == 1)?"":"s")+". ~^000000";
    	next;
    	switch(select(((!Mission0)?" ~ New Mission::":": ~ Mission Status: ~ Abandon Mission")+": ~ Information: ~ Mission Shop: ~ View Top Hunters: ~ ^777777Cancel^000000")) {
    	case 1:
    		mes "[Hunting Missions]";
    		if (#Mission_Count) {
    			mes "You've started a mission";
    			mes "on another character.";
    			close;
    		}
    		if (#Mission_Delay > gettimetick(2) && .Delay) {
    			set .@i, #Mission_Delay-gettimetick(2);
    			if (.@i > 3600) set .@j$, (.@i/3600)+" hour"+(((.@i/3600) == 1)?"":"s");
    			else if (.@i > 60) set .@j$, (.@i/60)+" minute"+(((.@i/60) == 1)?"":"s");
    			else set .@j$, (.@i)+" second"+((.@i == 1)?"":"s");
    			mes "I'm afraid you'll have to wait "+.@j$+" before taking another mission.";
    			close;
    		}
    		mes "You must hunt:";
    		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);
    		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 "Report back when";
    		mes "you've finished.";
    		mes "Good luck!";
    		close;
    	case 2:
    		mes "[Hunting Missions]";
    		mes "Mission status:";
    		callsub Mission_Status;
    		close;
    	case 3:
    		mes "[Hunting Missions]";
    		mes "Do you really want to";
    		mes "abandon your mission?";
    		if (.Reset < 0 && .Delay)
    			mes "Your delay time will not be reset.";
    		else if (.Reset > 0)
    			mes "It will cost "+Cm(.Reset)+" Zeny.";
    		next;
    		switch(select(" ~ Abandon...: ~ ^777777Cancel^000000")) {
    		case 1:
    			if (.Reset > 0) {
    				if (Zeny < .Reset) {
    					mes "[Hunting Missions]";
    					mes "You don't have enough";
    					mes "Zeny to drop this mission.";
    					emotion e_sry;
    					close;
    				}
    				set Zeny, Zeny-.Reset;
    				emotion e_cash;
    			}
    			mes "[Hunting Missions]";
    			mes "Alright, I've dropped";
    			mes "your current mission.";
    			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 "I knew you were kidding!";
    			mes "Keep up the good work.";
    			emotion e_heh;
    			close;
    		}
    	case 4:
    		callsub Mission_Info;
    		close;
    	case 5:
    		mes "[Hunting Missions]";
    		mes "You have ^0055FF"+#Mission_Points+"^000000 Mission Points.";
    		mes "Use them well!";
    		callshop "mission_shop",1;
    		npcshopattach "mission_shop";
    		end;
    	case 6:
    		mes "[Hunting Missions]";
    		mes "The top hunters are:";
    		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$[.@i] == "")?"^777777none":"^0055FF"+.@name$[.@i]+"^000000 : ^FF0000"+.@val[.@i]+" pt.")+"^000000";
    		close;
    	case 7:
    		mes "[Hunting Missions]";
    		mes "Nothing? Okay...";
    		emotion e_hmm;
    		close;
    	}
    
    OnAtcommand:
    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]/5;
    	set .@Job_Exp, #Mission_Count*.@j[.Quests+2]/5;
    	set .@Zeny, #Mission_Count*.Quests*.@j[.@i]*.Modifier[2];
    
    	next;
    	mes "[Hunting Missions]";
    	mes "Mission rewards:";
    	mes " > Mission Points: ^0055FF"+.@Mission_Points+"^000000";
    	mes " > Base Experience: ^0055FF"+Cm(.@Base_Exp)+"^000000";
    	mes " > Job Experience: ^0055FF"+Cm(.@Job_Exp)+"^000000";
    	mes " > Zeny: ^0055FF"+Cm(.@Zeny)+"^000000";
    	if (@f) { set @f,0; return; }
    	next;
    	mes "[Hunting Missions]";
    	mes "Oh, you're done!";
    	mes "Good work.";
    	mes "Here's your reward.";
    	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 "If you so choose, I can assign";
    	mes "you a random hunting quest.";
    	mes "Some are easier than others, but";
    	mes "the rewards increase with difficulty.";
    	next;
    	mes "[Hunting Missions]";
    	mes "Missions points are shared";
    	mes "amongst all your characters.";
    	if (.Delay) mes "Delay time is, too.";
    	mes "You can't take missions on";
    	mes "multiple characters at once.";
    	next;
    	mes "[Hunting Missions]";
    	mes "You can start a quest";
    	if (.Delay) mes "every "+((.Delay == 1)?"hour.":.Delay+" hours.");
    	else mes "whenever you want.";
    	mes "That's everything~";
    	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 "You don't have enough Mission Points.";
    	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 "Deal completed.";
    		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:
    bindatcmd "mission",strnpcinfo(3)+"::OnAtcommand",0,40;
    	set .Delay,12;		// 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,-1;		// Reset options: -1 (abandoning mission sets delay time), 0 (no delay time), [Zeny] (cost to abandon mission, no delay time)
    	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")/100,getbattleflag("job_exp_rate")/100,60;
    	setarray .Shop[0],	// Reward items: <ID>,<point cost> (about 10~20 points per hunt).
    		512,1,513,1,514,1,538,5,539,5,558,10,561,10;
    	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";
    
    	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
    
    

    try it

     

    Best Regards,

    Sasuke

  2. 
    

    //===== 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.

    //============================================================

    - script Mission -1,{

    OnAtcommand:

    function Chk; function Cm;

    mes "[Hunting Missions]";

    mes "Hello, "+strcharinfo(0)+"!";

    if (!#Mission_Delay) {

    next;

    mes "[Hunting Missions]";

    mes "I can't find any records...";

    mes "You must be new here!";

    emotion e_omg;

    next;

    callsub Mission_Info;

    emotion e_go;

    set #Mission_Delay,1;

    close;

    }

    mes rand(2)?"Working hard, as always...":"Not slacking, I hope...";

    mes "Is there anything I can help";

    mes "you with?";

    mes " ";

    mes "^777777~ You've completed ^0055FF"+Mission_Total+"^777777 mission"+((Mission_Total == 1)?"":"s")+". ~^000000";

    next;

    switch(select(((!Mission0)?" ~ New Mission::":": ~ Mission Status: ~ Abandon Mission")+": ~ Information: ~ Mission Shop: ~ View Top Hunters: ~ ^777777Cancel^000000")) {

    case 1:

    mes "[Hunting Missions]";

    if (#Mission_Count) {

    mes "You've started a mission";

    mes "on another character.";

    close;

    }

    if (#Mission_Delay > gettimetick(2) && .Delay) {

    set .@i, #Mission_Delay-gettimetick(2);

    if (.@i > 3600) set .@j$, (.@i/3600)+" hour"+(((.@i/3600) == 1)?"":"s");

    else if (.@i > 60) set .@j$, (.@i/60)+" minute"+(((.@i/60) == 1)?"":"s");

    else set .@j$, (.@i)+" second"+((.@i == 1)?"":"s");

    mes "I'm afraid you'll have to wait "+.@j$+" before taking another mission.";

    close;

    }

    mes "You must hunt:";

    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);

    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 "Report back when";

    mes "you've finished.";

    mes "Good luck!";

    close;

    case 2:

    mes "[Hunting Missions]";

    mes "Mission status:";

    callsub Mission_Status;

    close;

    case 3:

    mes "[Hunting Missions]";

    mes "Do you really want to";

    mes "abandon your mission?";

    if (.Reset < 0 && .Delay)

    mes "Your delay time will not be reset.";

    else if (.Reset > 0)

    mes "It will cost "+Cm(.Reset)+" Zeny.";

    next;

    switch(select(" ~ Abandon...: ~ ^777777Cancel^000000")) {

    case 1:

    if (.Reset > 0) {

    if (Zeny < .Reset) {

    mes "[Hunting Missions]";

    mes "You don't have enough";

    mes "Zeny to drop this mission.";

    emotion e_sry;

    close;

    }

    set Zeny, Zeny-.Reset;

    emotion e_cash;

    }

    mes "[Hunting Missions]";

    mes "Alright, I've dropped";

    mes "your current mission.";

    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 "I knew you were kidding!";

    mes "Keep up the good work.";

    emotion e_heh;

    close;

    }

    case 4:

    callsub Mission_Info;

    close;

    case 5:

    mes "[Hunting Missions]";

    mes "You have ^0055FF"+#Mission_Points+"^000000 Mission Points.";

    mes "Use them well!";

    callshop "mission_shop",1;

    npcshopattach "mission_shop";

    end;

    case 6:

    mes "[Hunting Missions]";

    mes "The top hunters are:";

    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$[.@i] == "")?"^777777none":"^0055FF"+.@name$[.@i]+"^000000 : ^FF0000"+.@val[.@i]+" pt.")+"^000000";

    close;

    case 7:

    mes "[Hunting Missions]";

    mes "Nothing? Okay...";

    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]/5;

    set .@Job_Exp, #Mission_Count*.@j[.Quests+2]/5;

    set .@Zeny, #Mission_Count*.Quests*.@j[.@i]*.Modifier[2];

    next;

    mes "[Hunting Missions]";

    mes "Mission rewards:";

    mes " > Mission Points: ^0055FF"+.@Mission_Points+"^000000";

    mes " > Base Experience: ^0055FF"+Cm(.@Base_Exp)+"^000000";

    mes " > Job Experience: ^0055FF"+Cm(.@Job_Exp)+"^000000";

    mes " > Zeny: ^0055FF"+Cm(.@Zeny)+"^000000";

    if (@f) { set @f,0; return; }

    next;

    mes "[Hunting Missions]";

    mes "Oh, you're done!";

    mes "Good work.";

    mes "Here's your reward.";

    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 "If you so choose, I can assign";

    mes "you a random hunting quest.";

    mes "Some are easier than others, but";

    mes "the rewards increase with difficulty.";

    next;

    mes "[Hunting Missions]";

    mes "Missions points are shared";

    mes "amongst all your characters.";

    if (.Delay) mes "Delay time is, too.";

    mes "You can't take missions on";

    mes "multiple characters at once.";

    next;

    mes "[Hunting Missions]";

    mes "You can start a quest";

    if (.Delay) mes "every "+((.Delay == 1)?"hour.":.Delay+" hours.");

    else mes "whenever you want.";

    mes "That's everything~";

    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 "You don't have enough Mission Points.";

    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 "Deal completed.";

    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:

    bindatcmd "Mission",strnpcinfo(3)+"::OnAtcommand",0,40;

    set .Delay,12; // 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,-1; // Reset options: -1 (abandoning mission sets delay time), 0 (no delay time), [Zeny] (cost to abandon mission, no delay time)

    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")/100,getbattleflag("job_exp_rate")/100,60;

    setarray .Shop[0], // Reward items: <ID>,<point cost> (about 10~20 points per hunt).

    512,1,513,1,514,1,538,5,539,5,558,10,561,10;

    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";

    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

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