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+// The daily quests
+
+// Variables returned:
+// @dq_return - Code of what happend
+// 0 = Low level
+// 1 = Ignored NPC
+// 2 = Not enough points
+// 3 = Not enough items
+// 4 = Success
+
+// Variables to set:
+// @dq_level - Minimal level needed to use the quest
+// @dq_cost - The number of points this quest uses
+// @dq_count - The number of given item needed
+// @dq_name$ - String name of the item as seen by server
+// @dq_friendly_name$ - String name of the item as seen by user
+// @dq_money - The money reward for doing the quest
+// @dq_exp - Experince gained by doing the quest
+
+// Optional:
+// @dq_handle_return - When set to anything other then 0 the function will not print exiting text
+
+// Variables used inside:
+// DailyQuestPoints - The number of points the player currently has
+// DailyQuestTime - Time since DailyQuestPoints was lasted renewed
+// DailyQuestBonus - Additional points added once in addition to player BaseLevel
+
+// (DailyQuestBonus makes a good reward from non-daily quests)
+
+function script DailyQuest {
+ set @dq_earliest, gettimetick(2) - 86400;
+ if (DailyQuestTime < @dq_earliest) set DailyQuestTime, @dq_earliest;
+
+ //how many whole daily quest points the player has earned
+ //we increment DailyQuestTime by the number of seconds in that many increments
+ set @dq_increments, (gettimetick(2) - DailyQuestTime)*BaseLevel / 86400;
+ set DailyQuestTime, DailyQuestTime+@dq_increments*86400/BaseLevel;
+
+ //player can't regenerate any quest points, but might have a bonus
+ if (DailyQuestPoints >= BaseLevel) goto L_Bonus;
+
+ //normal recharging case - increment, but don't let it recharge more than a day's worth
+ set DailyQuestPoints, DailyQuestPoints + @dq_increments;
+ if (DailyQuestPoints > BaseLevel) set DailyQuestPoints, BaseLevel;
+ //fallthrough to bonus, which *is* allowed to push DailyQuestPoints above BaseLevel
+L_Bonus:
+ if (DailyQuestBonus != 0) set DailyQuestPoints, DailyQuestPoints + DailyQuestBonus;
+ set DailyQuestBonus, 0;
+
+ if (BaseLevel < @dq_level) goto L_Low_Level;
+ if (DailyQuestPoints < @dq_cost) goto L_Not_Enough_Points;
+
+ mes "\"If you bring me " + @dq_count + " " + @dq_friendly_name$ + ", I will give you a reward.\"";
+ menu "I have what you want.", L_Trade,
+ "Ok, I'll get to work.", -,
+ "Nah, I'm not going to help you.", -;
+
+ set @dq_return, 1;
+ goto L_Exit;
+
+L_Trade:
+ if (countitem(@dq_name$) < @dq_count) goto L_Not_Enough;
+ delitem @dq_name$, @dq_count;
+
+ set zeny, zeny + @dq_money;
+ getexp @dq_exp, 0;
+
+ set DailyQuestPoints, DailyQuestPoints - @dq_cost;
+
+ if (@dq_handle_return) goto L_Exit_Good;
+
+ mes "\"Thank you!\"";
+ mes "";
+ mes "[" + @dq_money + " money]";
+ mes "[" + @dq_exp + " experience points]";
+
+L_Exit_Good:
+ set @dq_return, 4;
+ goto L_Exit;
+
+L_Not_Enough:
+ if (!@dq_handle_return) mes "\"I said " + @dq_count + " " + @dq_friendly_name$ + "; you should learn to count.\"";
+ set @dq_return, 3;
+ goto L_Exit;
+
+L_Low_Level:
+ if (!@dq_handle_return) mes "\"Hey, you should go kill some things to get stronger first.\"";
+ set @dq_return, 0;
+ goto L_Exit;
+
+L_Not_Enough_Points:
+ if (!@dq_handle_return) mes "\"You look exhausted, maybe you should rest a bit.\"";
+ set @dq_return, 2;
+ goto L_Exit;
+
+L_Exit:
+ set @dq_handle_return, 0; // Incase they forget
+ return;
+}