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This monster of the day script...


HristDead

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I'm using monster of the day script of peopleperson49.

It's only suppose to give double EXP upon killing a monster, but it gives much more than that...

with 100x EXP rates, a zenorc gives 10% base exp each kill at level 195, that shouldn't be right no?

can someone please change the script into double exp?


//**********************************************************************************
// ____					_											_   _  ____
//|  _ \ ___   ___   ____ | |  ___   ____   ___   ___   __  ___   _  _ | |_| |/ __ |
//| |__// _ \ / _ \ |  _ \| | / _ \ |  _ \ / _ \ /  _| / _)/ _ \ | \| ||___  |\__  |
//| |  |  __/ ||_|| | |__/| ||  __/ | |__/|  __/ | |  _\ \ ||_|| | \\ |	| |   | |
//|_|___\___|_\___/_| |___|_|_\___|_| |____\___|_|_|_(___/ \___/_|_|\_|____|_|___|_|
//------------------|_|-------------|_|---------------------------------------------
//**********************************************************************************
//===== rAthena Script =============================================================
//= Monster Of The Day
//===== By: ========================================================================
//= Peopleperson49 (Eddie) - [email protected]
//===== Start Date: ================================================================
//= 20NOV2011
//===== Current Version: ===========================================================
//= 1.2
//===== Compatible With: ===========================================================
//= rAthena SVN
//===== Description: ===============================================================
//= Another Monster Of The Day script. I made this one from scratch to be very
//= simple and work automatically. Uses almost the full list of monsters from
//= the mob_branch. I included the dispbottom here when players login, but I
//= actually perfer to use a login script with this in it.
//===== Version Control: ===========================================================
//= 1.0 First Version.
//= 1.1 Broke .MobTypeArray[0] into ten seperate arrays to allow full list of mobs
//= to be used without overflowing the array. Before I had to limit the number
//= of mobs in an array to around 100 or I would randomly get an error from it.
//= 1.2 Modified script to not change mobs if scripts are reloaded. Will set mob if
//= not already set on OnInit.
//===== Additional Comments:========================================================
//=
//==================================================================================

- script MOTD#RoUG -1,{
end;

OnInit:
if($MobType!=0) { end; }
OnClock0605:
set .RandomArray,rand(0,9);
if(.RandomArray==0) { setarray .MobTypeArray[0],1001,1002,1004,1005,1007,1008,1009,1010,1011,1012,1013,1014,1015,1016,1018,1019,1020,1023,1024,1025,1026,1028,1029,1030,1031,1032,1033,1034,1035,1036,1037,1040,1041,1042,1044,1045,1047,1048; }
if(.RandomArray==1) { setarray .MobTypeArray[0],1049,1050,1051,1052,1053,1054,1055,1056,1057,1058,1060,1061,1062,1063,1064,1065,1066,1067,1068,1069,1070,1071,1072,1073,1074,1076,1077,1088,1089,1090,1091,1092,1093,1094,1095,1096,1097,1099; }
if(.RandomArray==2) { setarray .MobTypeArray[0],1100,1101,1102,1103,1104,1105,1106,1107,1108,1109,1110,1111,1113,1114,1116,1117,1118,1119,1121,1122,1123,1124,1125,1126,1127,1128,1129,1130,1131,1132,1133,1134,1135,1138,1139,1140,1141,1143; }
if(.RandomArray==3) { setarray .MobTypeArray[0],1144,1145,1146,1148,1149,1151,1152,1153,1154,1155,1156,1158,1160,1161,1163,1164,1165,1166,1167,1169,1170,1174,1175,1176,1177,1178,1179,1180,1182,1185,1186,1188,1189,1191,1192,1193,1194,1195; }
if(.RandomArray==4) { setarray .MobTypeArray[0],1196,1197,1199,1200,1201,1202,1203,1204,1205,1206,1207,1208,1209,1211,1212,1213,1214,1215,1216,1219,1242,1243,1245,1246,1248,1249,1250,1253,1254,1255,1256,1257,1258,1259,1260,1261,1262,1263; }
if(.RandomArray==5) { setarray .MobTypeArray[0],1264,1265,1266,1267,1268,1269,1270,1271,1273,1274,1275,1276,1277,1278,1279,1280,1281,1282,1283,1289,1290,1291,1292,1293,1294,1295,1296,1297,1298,1299,1300,1301,1302,1303,1304,1305,1306,1307; }
if(.RandomArray==6) { setarray .MobTypeArray[0],1308,1309,1310,1311,1313,1314,1315,1316,1317,1318,1319,1320,1321,1322,1323,1365,1366,1367,1368,1369,1370,1371,1372,1374,1375,1376,1377,1378,1379,1380,1381,1382,1383,1384,1385,1386,1387,1390; }
if(.RandomArray==7) { setarray .MobTypeArray[0],1391,1392,1400,1401,1402,1403,1404,1405,1406,1408,1409,1410,1412,1413,1415,1416,1417,1493,1494,1495,1497,1498,1499,1500,1503,1504,1505,1506,1507,1508,1509,1510,1512,1513,1514,1515,1516,1517; }
if(.RandomArray==8) { setarray .MobTypeArray[0],1519,1520,1582,1584,1586,1587,1613,1614,1615,1616,1617,1618,1619,1620,1621,1622,1627,1628,1629,1631,1632,1633,1664,1665,1666,1667,1668,1669,1670,1671,1672,1673,1675,1676,1677,1678,1679,1680; }
if(.RandomArray==9) { setarray .MobTypeArray[0],1681,1682,1686,1687,1692,1693,1694,1695,1696,1699,1703,1713,1714,1715,1717,1718,1736,1737,1738,1752,1753,1754,1755,1769,1770,1772,1773,1774,1775,1776,1777,1778,1780,1781,1782,1783,1784,1789; }
set $MobType,.MobTypeArray[rand(0,37)];
announce "Players will earn twice the EXP from hunting "+getmonsterinfo($MobType,0)+"'s today!",0;
end;

OnNPCKillEvent:
if(killedrid!=$MobType) { end; }
dispbottom "Event: Base Experience Gained:"+getmonsterinfo(killedrid,3)+" Job Experience Gained:"+getmonsterinfo(killedrid,4)+"";
getexp getmonsterinfo(killedrid,3),getmonsterinfo(killedrid,4);
end;

OnPCLoginEvent:
dispbottom "You will earn twice the EXP from hunting "+getmonsterinfo($MobType,0)+"'s today!"; }
end;
}

Edited by HristDead
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7 answers to this question

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No one? it doesnt have to be double exp. but I'd really appreciate if this could be nerfed a bit...

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Note that 'getexp' is now subject to the 'quest_exp_rate' config option, which

adjusts the gained value. If you want to bypass this, use the 'set' method.

Getexp

Maybe you can try with the set method...

set BaseExp, BaseExp + getmonsterinfo(killedrid,3);
set JobExp, JobExp + getmonsterinfo(killedrid,4);

EDIT: <3 u Annie xD

Edited by Ryokem
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probably due to getexp command, maybe you have quest_exp_rate changed

getexp getmonsterinfo(killedrid,3),getmonsterinfo(killedrid,4);

into

set baseexp, baseexp + getmonsterinfo(killedrid,3);
set jobexp, jobexp + getmonsterinfo(killedrid,4;

EDIT:

WTF post at same time

Edited by AnnieRuru
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So your Base and Job Exp rates are 100x, now what is your Quest Exp rate?

As i know "getexp" gets multiplied by the Quest Exp settings, thats why im asking.

EDIT: Damn, 3 people at once XD

Edited by Reynard
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maybe (saying maybe cause I really don't know about that) when you invoke the getexp command, it just takes the already multiplied exp from the monsterinfo, and then multiply back again due to the quest_exp_rate, that's why it increases this much. You can try to do some tests setting (for example) 1 as poring's base exp, and checking what kind of moltiplications the server compute.

EDIT:

hahaha!

EDIT: Damn, 3 people at once XD
EDIT: <3 u Annie xD
Edited by Ryokem
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Yes... my quest exp is 25x. I did not really see the connection between this script and quest exp so did not bother looking.

thanks for the help all of you. I will try this! :)

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I just saw this topic, but I fixed this in version 1.3 a long time ago if you want to download the lastest version again. Sorry I never caught this post or I would have replied sooner.

Peopleperson49

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