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Hunting Mission @mission


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On 12/29/2014 at 1:12 PM, Delta said:
 

 

I encounter this.

I'm not sure if you still needed this but here's a fix.

OnAtcommand:
if(#Mission_Count > 0){
callsub Mission_Status;
} else {
showscript "[Hunting Mission] : You didn't take a mission, talk to hunting mission npc to get a new hunting mission.";
emotion et_meh;
}
end;

 

Posted


//===== 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

  • Upvote 1
Posted
//===== 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

I want that only the mission status if use @mission.

example:

If not register(new mission) @mission will say 

- You don't have any mission 

If register into new mission, @mission will go to the script mission status, 

Posted

 

OnInit:

bindatcmd "mission",strnpcinfo(0)+"::Mission_Status";
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";
}

 

I'll try to put bindatcmd at mission status 

 

then I encounter this 

 

 

 
[Error]: npc_event: event not found [Hunting Mission::Mission_Status]
 
Posted (edited)
//===== 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

Edited by Sasuke Uchiha
Posted
 

 

 

 
[Warning]: script:run_func: return without callfunc or callsub!
[Debug]: Source (NPC): Hunting Missions at prontera (152,187)
 

 

I encounter this.

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