Jump to content
  • 0

Hunting Mission @mission


Delta

Question


  • Group:  Members
  • Topic Count:  8
  • Topics Per Day:  0.00
  • Content Count:  43
  • Reputation:   0
  • Joined:  09/27/12
  • Last Seen:  

I am using euphy hunting mission and I tried to add bind commands to check the status of mission, @mission but it didnt work. Can someone help me? Thanks!

Link to comment
Share on other sites

11 answers to this question

Recommended Posts

  • 0

  • Group:  Members
  • Topic Count:  27
  • Topics Per Day:  0.01
  • Content Count:  159
  • Reputation:   26
  • Joined:  11/20/11
  • Last Seen:  

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;

 

Link to comment
Share on other sites


  • Group:  Members
  • Topic Count:  9
  • Topics Per Day:  0.00
  • Content Count:  114
  • Reputation:   8
  • Joined:  09/16/14
  • Last Seen:  


//===== 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
Link to comment
Share on other sites


  • Group:  Members
  • Topic Count:  8
  • Topics Per Day:  0.00
  • Content Count:  43
  • Reputation:   0
  • Joined:  09/27/12
  • Last Seen:  

//===== 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, 

Link to comment
Share on other sites


  • Group:  Members
  • Topic Count:  8
  • Topics Per Day:  0.00
  • Content Count:  43
  • Reputation:   0
  • Joined:  09/27/12
  • Last Seen:  

Sorry my fail.

Its okay! :D

 

 

bump for this~~~

Link to comment
Share on other sites


  • Group:  Members
  • Topic Count:  140
  • Topics Per Day:  0.03
  • Content Count:  562
  • Reputation:   108
  • Joined:  10/05/12
  • Last Seen:  

bringatcommand

Link to comment
Share on other sites


  • Group:  Members
  • Topic Count:  8
  • Topics Per Day:  0.00
  • Content Count:  43
  • Reputation:   0
  • Joined:  09/27/12
  • Last Seen:  

Where exactly?


bump ~

Link to comment
Share on other sites


  • Group:  Members
  • Topic Count:  8
  • Topics Per Day:  0.00
  • Content Count:  43
  • Reputation:   0
  • Joined:  09/27/12
  • Last Seen:  

 

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]
 
Link to comment
Share on other sites


  • Group:  Members
  • Topic Count:  9
  • Topics Per Day:  0.00
  • Content Count:  114
  • Reputation:   8
  • Joined:  09/16/14
  • Last Seen:  

//===== 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
Link to comment
Share on other sites


  • Group:  Members
  • Topic Count:  8
  • Topics Per Day:  0.00
  • Content Count:  43
  • Reputation:   0
  • Joined:  09/27/12
  • Last Seen:  

 

 

 

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

 

I encounter this.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...