diff options
author | jesusalva <cpntb1@ymail.com> | 2018-03-08 06:13:55 -0300 |
---|---|---|
committer | jesusalva <cpntb1@ymail.com> | 2018-03-08 06:13:55 -0300 |
commit | 08cbc8dcc82cbc908329f3123bf42ec54e651423 (patch) | |
tree | 4bca6d637a1760597275164e8b93c5ecb4b5f1f5 /npc/003-1/ishi.txt | |
parent | 883168e5114bc11d48c1391295cff8a56817da0a (diff) | |
download | serverdata-08cbc8dcc82cbc908329f3123bf42ec54e651423.tar.gz serverdata-08cbc8dcc82cbc908329f3123bf42ec54e651423.tar.bz2 serverdata-08cbc8dcc82cbc908329f3123bf42ec54e651423.tar.xz serverdata-08cbc8dcc82cbc908329f3123bf42ec54e651423.zip |
Include Aindan and a (somewhat bugged) Ishi
Diffstat (limited to 'npc/003-1/ishi.txt')
-rw-r--r-- | npc/003-1/ishi.txt | 213 |
1 files changed, 213 insertions, 0 deletions
diff --git a/npc/003-1/ishi.txt b/npc/003-1/ishi.txt new file mode 100644 index 000000000..7e7ff8e7b --- /dev/null +++ b/npc/003-1/ishi.txt @@ -0,0 +1,213 @@ +// TMW-2 Script
+// Author:
+// Crazyfefe
+// Jesusalva
+//
+// Do not add void items to array.
+// note : the rare item system suck. Must be ordered from less rare to most rare.
+// TODO FIXME: Not reading properly from @Rares$ array, no idea how to fix that!
+
+003-1,97,97,0 script Ishi NPC_PLAYER,{
+
+ if (getq(MPQUEST) == 0)
+ {
+ mesn l("Ishi, the Rewards Master");
+ mesq l("Hey, it seems like you didn't register as a Monster Hunting Quest participant yet! You can sign up with Aidan.");
+ close;
+ }
+
+
+ if (Mobpt < BaseLevel ** 2)
+ {
+ mesn l("Ishi, the Rewards Master");
+ mesq l("Welcome! I see you have @@ Monster Points. But that isn't enough to get items, sorry!", Mobpt);
+ close;
+ }
+
+ setarray @Items$, "Bread", "Croconut","Plushroom",
+ "RedApple","Beer","Candy","Orange","ChocolateBar","BugLeg","CoinBag",
+ "Coal","SnakeSkin","CottonCloth","GrassSeeds","HardSpike","CobaltHerb","GambogeHerb",
+ "MauveHerb","IronOre","MaggotSlime","RawLog","ScorpionStinger","SilkCocoon","TreasureKey",
+ "FluffyFur","EmptyBottle","RustyKnife","TolchiArrow","Arrow","IronArrow","BlueCottonDye";
+ setarray @Rares$, "BronzeGift", 120, "IronIngot", 70, "BrimedHat", 40;
+
+ mesn l("Ishi, the Rewards Master");
+ mesq l("Welcome! I see you have @@ Monster Points. Would you like to exchange some of those for items?", Mobpt);
+ next;
+
+ do
+ {
+ select
+ rif(Mobpt >= BaseLevel ** 2,l("1")),
+ rif(Mobpt >= (BaseLevel ** 2)*2,l("2")),
+ rif(Mobpt >= (BaseLevel ** 2)*3,l("3")),
+ rif(Mobpt >= (BaseLevel ** 2)*4,l("4")),
+ rif(Mobpt >= (BaseLevel ** 2)*5,l("5")),
+ rif(Mobpt >= (BaseLevel ** 2)*6,l("6")),
+ rif(Mobpt >= (BaseLevel ** 2)*7,l("7")),
+ rif(Mobpt >= (BaseLevel ** 2)*8,l("8")),
+ rif(Mobpt >= (BaseLevel ** 2)*9,l("9")),
+ rif(Mobpt >= (BaseLevel ** 2)*10,l("10")),
+ rif(Mobpt >= (BaseLevel ** 2)*11,l("Gimme as many as I deserve!")),
+ l("Sorry, I have to go now.");
+
+ switch (@menu)
+ {
+ case 1 :
+ @var = 1;
+ goto L_Items;
+ break;
+ case 2 :
+ @var = 2;
+ goto L_Items;
+ break;
+ case 3 :
+ @var = 3;
+ goto L_Items;
+ break;
+ case 4 :
+ @var = 4;
+ goto L_Items;
+ break;
+ case 5 :
+ @var = 5;
+ goto L_Items;
+ break;
+ case 6 :
+ @var = 6;
+ goto L_Items;
+ break;
+ case 7 :
+ @var = 7;
+ goto L_Items;
+ break;
+ case 8 :
+ @var = 8;
+ goto L_Items;
+ break;
+ case 9 :
+ @var = 9;
+ goto L_Items;
+ break;
+ case 10 :
+ @var = 10;
+ goto L_Items;
+ break;
+ case 11 :
+ goto L_Give_all;
+ break;
+ default :
+ goto L_Close;
+ break;
+ }
+ } while (@menu != 12);
+
+ closedialog;
+ goodbye;
+ close;
+
+L_Close:
+ @var =0;
+ close;
+
+L_Items:
+ debugmes "Reaching item loop";
+ for (.@i = 0; .@i < @var; .@i ++)
+ {
+ debugmes "Items: "+str(@var);
+ .@lucked=0;
+ .@reward$="";
+ getinventorylist;
+ if (@inventorylist_count == 100)
+ goto L_NoPlace;
+
+ debugmes "Testing rares";
+ for (.@b = 0; .@b < (getarraysize(@Rares$)/2); .@b=.@b+2) {
+ .@lucky = rand(10000); // 0 - 99999
+ debugmes "Checking "+@Rares$[b]+" - b is now "+.@b;
+ debugmes l("Check @@ <= @@", .@lucky, @Rares$[b+1]);
+ if (.@lucky <= atoi(@Rares$[b+1])) {
+ .@lucked=1;
+ .@reward$ = @Rares$[b];
+ }
+ }
+
+ debugmes "Setting reward"; // could be if (!.@lucked) but for sanity...
+ if (.@reward$ == "")
+ set .@reward$, @Items$[rand(getarraysize(@Items$))];
+
+ debugmes "Check weight";
+ .@weight = checkweight(.@reward$,1);
+ if (!.@weight)
+ goto L_NoPlaceWeight;
+
+ debugmes "Processing...";
+ Mobpt = Mobpt - BaseLevel ** 2;
+ getitem .@reward$,1;
+
+ debugmes "Printing...";
+ if (.@lucked) {
+ mes "";
+ mes l("Wow!");
+ mes l("I can't believe.");
+ mes l("you got lucky and got a(n) @@!", getitemlink(.@reward$));
+ mes "";
+ } else {
+ mesq l("You received one @@!", getitemlink(.@reward$));
+ }
+
+ }
+ close;
+
+L_Continue:
+ mesq l("You still have @@ Monster Points! Do you want more items?", Mobpt);
+ do
+ {
+ select
+ l("Yes"),
+ l("No");
+
+ switch (@menu)
+ {
+ case 1:
+ goto L_Give_all;
+ break;
+ case 2:
+ goto L_Close;
+ break;
+ }
+ } while (@menu != 2);
+
+L_NoPlace :
+ mesq l("You seem to run out of place, you should go to the storage.");
+ close;
+
+L_NoPlaceWeight :
+ mesq l("You can't carry more items, you should go to the storage.");
+ close;
+
+L_Give_all:
+ @var = Mobpt / BaseLevel ** 2;
+ if (@var > 50) { // limit to avoid lag server. Probably a bad idea.
+ @var = 50;
+ mes l("You have too much points. I can't allow you to take all at once right now. I'll try to give you 50, and you come back later!");
+ next;
+ }
+
+ goto L_Items;
+ close;
+
+OnInit:
+ .@npcId = getnpcid(0, .name$);
+ //setunitdata(.@npcId, UDT_HEADTOP, 2929);
+ setunitdata(.@npcId, UDT_HEADMIDDLE, 1305);
+ setunitdata(.@npcId, UDT_HEADBOTTOM, 2207);
+ setunitdata(.@npcId, UDT_WEAPON, 1802); // Boots
+ setunitdata(.@npcId, UDT_HAIRSTYLE, 4);
+ setunitdata(.@npcId, UDT_HAIRCOLOR, 13);
+
+ .sex = G_MALE;
+ .distance = 5;
+ end;
+}
+
|