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[CHECK THE SCREENSHOTS]

How to fix this??? For example you done the mission the rewards is 12 points but only 1 pt we're added ?

Here's my script

//===== rAthena Script =======================================
//= Hunting Missions
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.4
//===== Compatible With: ===================================== 
//= rAthena Project
//===== Description: =========================================
//= Random hunting missions.
//= Rewards are based on quest difficulty.
//= 
//= NOTE: Requires SQL mob database.
//===== 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.
//= 1.3b Function updates.
//= 1.4 Check for deleted characters, thanks to AnnieRuru.
//=     Syntax updates and style cleaning.
//============================================================

prontera,146,174,5    script    Daily Quest    4_F_EDEN_MASTER,{
function Chk;
    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 ET_HUK;
        next;
        callsub Mission_Info;
        emotion ET_GO;
        #Mission_Delay = 1;
        close;
    }
    mes F_Rand("Working hard, as always...", "Not slacking, I hope...");
    mes "Is there anything I can help";
    mes "you with?";
    mes " ";
    mes "^777777~ You've completed " + F_InsertPlural(Mission_Total,"mission",0,"^0055FF%d^777777 %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.";
            if (!@hm_char_del_check) {  // check for deleted character
                query_sql("SELECT 1 FROM `char_reg_num` WHERE `key` = 'Mission0' AND `char_id` IN(SELECT `char_id` FROM `char` WHERE `account_id` = " + getcharid(3) + ")", .@i);
                if (!.@i) {
                    next;
                    mes "[Hunting Missions]";
                    mes "I can't seem to find any records";
                    mes "for that character, though...";
                    mes "One moment, please.";
                    emotion ET_SCRATCH;
                    #Mission_Count = 0;
                }
                @hm_char_del_check = true;
            }
            close;
        }
        if (#Mission_Delay > gettimetick(2) && .Delay) {
            mes "I'm afraid you'll have to wait " + Time2Str(#Mission_Delay) + " 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 (.@i = 0; .@i < .Quests; .@i++) {
            setd "Mission" + .@i, .@mob[.@i];
            setd "Mission" + .@i +"_", 0;
        }
        #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 " + F_InsertComma(.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 ET_SORRY;
                    close;
                }
                Zeny -= .Reset;
                emotion ET_MONEY;
            }
            mes "[Hunting Missions]";
            mes "Alright, I've dropped";
            mes "your current mission.";
            specialeffect2 EF_STORMKICK4;
            for (.@i = 0; .@i < .Quests; .@i++) {
                setd "Mission"+.@i, 0;
                setd "Mission"+.@i+"_", 0;
            }
            #Mission_Count = 0;
            if (.Reset < 0 && .Delay)
                #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 ET_SMILE;
            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 `char_reg_num` WHERE `key` = 'Mission_Total' ORDER BY CAST(`value` AS SIGNED) DESC LIMIT 5", .@id, .@name$, .@val);
        for (.@i = 0; .@i < 5; .@i++)
            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 ET_SCRATCH;
        close;
    }
    end;

Mission_Status:
    @f = false;
    deletearray .@j[0], getarraysize(.@j);
    for (.@i = 0; .@i < .Quests; .@i++) {
        .@j[.@i] = getd("Mission" + .@i);
        .@j[.Quests] = .@j[.Quests] + strmobinfo(3,.@j[.@i]);
        .@j[.Quests+1] = .@j[.Quests+1] + (strmobinfo(6,.@j[.@i]) / (getbattleflag("base_exp_rate") / 100) * .Modifier[0]);
        .@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:
    .@Mission_Points = 3 + (.@j[.Quests] / .Quests / 6);
    .@Base_Exp = #Mission_Count * .@j[.Quests+1] / 5;
    .@Job_Exp = #Mission_Count * .@j[.Quests+2] / 5;
    .@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" + F_InsertComma(.@Base_Exp) + "^000000";
    mes " > Job Experience: ^0055FF" + F_InsertComma(.@Job_Exp) + "^000000";
    mes " > Zeny: ^0055FF" + F_InsertComma(.@Zeny) + "^000000";
    if (@f) {
        @f = false;
        return;
    }
    next;
    mes "[Hunting Missions]";
    mes "Oh, you're done!";
    mes "Good work.";
    mes "Here's your reward.";
    emotion ET_BEST;
    specialeffect2 EF_ANGEL;
    specialeffect2 EF_TRUESIGHT;
    #Mission_Points += .@Mission_Points;
    BaseExp += .@Base_Exp;
    JobExp += .@Job_Exp;
    Zeny += .@Zeny;
    for (.@i = 0; .@i < .Quests; .@i++) {
        setd "Mission" + .@i, 0;
        setd "Mission" + .@i+"_", 0;
    }
    #Mission_Count = 0;
    if (.Delay)
        #Mission_Delay = gettimetick(2) + (.Delay * 3600);
    Mission_Total++;
    if (Mission_Total == 1)
        query_sql("INSERT INTO `char_reg_num` (`char_id`,`key`,`index`,`value`) VALUES (" + getcharid(0) + ",'Mission_Total','0',1)");
    else
        query_sql("UPDATE `char_reg_num` SET `value` = " + Mission_Total + " WHERE `char_id` = " + getcharid(0) + " AND `key` = '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";
    mes (.Delay ? "every " + ((.Delay == 1) ? "hour." : .Delay + " hours.") : "whenever you want.");
    mes "That's everything~";
    return;

function Chk {
    if (getarg(0) < getarg(1)) {
        @f = true;
        return "^FF0000";
    } else
        return "^00FF00";
}

OnBuyItem:
    .@size = getarraysize(@bought_nameid);
    for (.@i = 0; .@i < .@size; .@i++) {
        .@j = inarray(.Shop, @bought_nameid[.@i]);
        .@cost += (.Shop[.@j+1] * @bought_quantity[.@i]);
    }
    mes "[Hunting Missions]";
    if (.@cost > #Mission_Points)
        mes "You don't have enough Mission Points.";
    else {
        for (.@i = 0; .@i < .@size; .@i++) {
            getitem @bought_nameid[.@i], @bought_quantity[.@i];
            dispbottom "Purchased " + @bought_quantity[.@i] + "x " + getitemname(@bought_nameid[.@i]) + ".";
        }
        #Mission_Points -= .@cost;
        mes "Deal completed.";
        emotion ET_MONEY;
    }
    deletearray @bought_nameid[0], .@size;
    deletearray @bought_quantity[0], .@size;
    close;

OnNPCKillEvent:
    if (!getcharid(1) || !.Party) {
        if (!#Mission_Count || !Mission0) end;
        for (.@i = 0; .@i < .Quests; .@i++) {
            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) {
        .@mob = killedrid;
        getmapxy(.@map1$,.@x1,.@y1);
        getpartymember getcharid(1),1;
        getpartymember getcharid(1),2;
        for (.@i = 0; .@i < $@partymembercount; .@i++) {
            if (isloggedin($@partymemberaid[.@i], $@partymembercid[.@i])) {
                set .@Mission_Count, getvar(#Mission_Count, $@partymembercid[.@i]);
                set .@Mission0, getvar(Mission0, $@partymembercid[.@i]);
                set .@HP, readparam(HP, $@partymembercid[.@i]);

                if (.@Mission_Count && .@Mission0 && .@HP > 0) {
                    getmapxy(.@map2$,.@x2,.@y2,BL_PC,rid2name($@partymemberaid[.@i]));
                    if ((.@map1$ == .@map2$ || .Party == 1) && (distance(.@x1,.@y1,.@x2,.@y2) <= 30 || .Party < 3)) {
                        for (.@j = 0; .@j < .Quests; .@j++) {
                            .@my_mob_id = getvar( getd("Mission"+.@j),$@partymembercid[.@i] );
                            .@my_count = getvar( getd("Mission"+.@j+"_"), $@partymembercid[.@i] );
                            if (strmobinfo(1,.@mob) == strmobinfo(1,.@my_mob_id)) {
                                if (.@my_count < .@Mission_Count) {
                                    setd "Mission"+.@j+"_", (.@my_count+1), $@partymembercid[.@i];
                                    dispbottom "[Hunting Mission] Killed " + (.@my_count+1) + " of " + .@Mission_Count + " " + strmobinfo(1,.@mob) + ".", 0x777777, $@partymembercid[.@i];
                                    break;
                                }
                            }
                        }
                    }
                }
            }
        }
    }
    end;

OnInit:
    .Delay = 1;            // Quest delay, in hours (0 to disable).
    .Quests = 4;            // Number of subquests per mission (increases rewards).
    .Party = 3;             // Party options: 0 (exclude party kills), 1 (include party kills), 2 (same map only), 3 (screen area only)
    .Reset = 1000000;            // 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;
    .mob_db$ =              // Table name of SQL mob database
        (checkre(0))?"mob_db_re":"mob_db";
    setarray .Shop[0],      // Reward items: <ID>,<point cost> (about 10~20 points per hunt).
        19044,50,19045,50,19046,50,19047,50,19048,50,19049,50,19050,50,19051,50,19052,50,19053,50,19054,50,195055,50,19056,50,40162,10;
    .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 (.@i = 0; .@i < getarraysize(.Shop); .@i += 2)
        npcshopadditem "mission_shop", .Shop[.@i], .Shop[.@i+1];
    end;
}
-    shop    mission_shop    -1,512:-1

123.PNG

123123.PNG

Edited by Haziel
Codebox

4 answers to this question

Recommended Posts

  • 0
Posted

both #Mission_Points and Mission_Total are referring to different info.


#Mission_Points = mission reward
Mission_Total = total mission completed (rank)

  • 0
Posted
1 hour ago, Emistry said:

both #Mission_Points and Mission_Total are referring to different info.


#Mission_Points = mission reward
Mission_Total = total mission completed (rank)

How can i add mission points in the bottom of Mission Shop?

  • 0
Posted (edited)

if(quest_done == 1){set #Mission_Shop,#Mission_Shop + .easy_pointsY; dispbottom " Done Mission ";

.easy_pointsY = .normal_points[rand(getarraysize(.normal_points))];
setarray .easy_points = 3,4,5,6,7,8,9,10;

Edited by insandedid01
  • 0
Posted
5 hours ago, insandedid01 said:

if(quest_done == 1){set #Mission_Shop,#Mission_Shop + .easy_pointsY; dispbottom " Done Mission ";

.easy_pointsY = .normal_points[rand(getarraysize(.normal_points))];
setarray .easy_points = 3,4,5,6,7,8,9,10;

Where will i put this?

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