Hello, Im using the Hunting Mission script from rathena git but the monsters sometimes are very strong for low levels, could someone please help me to modify the script and include that monsters should be between 5 levels down and 10 levels up related to the lvl of the user?
Thank you so much for your time in advance.
//===== 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,152,187,6 script Hunting Missions 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(name_aegis, 4) != 'meta' AND left(name_aegis, 2) != 'E_' AND base_exp > 0 AND job_exp > 0 AND (class != 'boss' OR class is null) AND (drop3_item like '%_card' OR drop4_item like '%_card' OR drop5_item like '%_card' OR drop6_item like '%_card' OR drop7_item like '%_card' OR drop8_item like '%_card' OR drop9_item like '%_card' OR drop10_item like '%_card') 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, $@partymembercid[.@i];
break;
}
}
}
}
}
}
}
}
end;
OnInit:
.Delay = 12; // Quest delay, in hours (0 to disable).
.Quests = 4; // Number of subquests per mission (increases rewards).
.Party = 3; // Party options: 0 (exclude party kills), 1 (include party kills), 2 (same map only), 3 (screen area only)
.Reset = -1; // Reset options: -1 (abandoning mission sets delay time), 0 (no delay time), [Zeny] (cost to abandon mission, no delay time)
setarray .Count[0], // Min and max monsters per subquest (increases rewards).
40,70;
setarray .Modifier[0], // Multipliers for Base Exp, Job Exp, and Zeny rewards.
getbattleflag("base_exp_rate")/100,getbattleflag("job_exp_rate")/100,60;
.mob_db$ = // Table name of SQL mob database
(checkre(0))?"mob_db_re":"mob_db";
setarray .Shop[0], // Reward items: <ID>,<pointcost> (about 10~20 points per hunt).
512,1,513,1,514,1,538,5,539,5,558,10,561,10;
.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
Question
PARANOiA
Hello, Im using the Hunting Mission script from rathena git but the monsters sometimes are very strong for low levels, could someone please help me to modify the script and include that monsters should be between 5 levels down and 10 levels up related to the lvl of the user?
Thank you so much for your time in advance.
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