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hunting mission from SVN RA


Blue Jem

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i got error

//===== 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;

    }

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:

    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

 

post-20646-0-03260900-1380862025_thumb.jpg

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database table of mob_db not exists. database issue try to import mob_db and mob_db2.

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meaning ragnarok.mob_db table is not exist all you have to do is import mob_db in your ragnarok schema

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Posted · Hidden by Patskie, October 4, 2013 - No reason given
Hidden by Patskie, October 4, 2013 - No reason given

/hmm

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Extract the mob_db and mob_db2 .sql files in your main.sql 

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how?

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how did you extract the main.sql? /yawn

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how can download this?

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You have it in your rathena folder.

Sql files folder.

And do the same you did to install your server in the sql but this time with the mob_db's

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