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// TMW-2 Script
// Author: 
// Crazyfefe
// Jesusalva
// 
// Do not add void items to array.
// note : the rare item system suck.

003-1,97,97,0	script	Ishi	NPC_PLAYER,{

    if (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 (BaseLevel < 10) {
        dispbottom l("##1Bug abuser detected! Automatically banning!!");
        atcommand "@ban 5mn "+strcharinfo(0);
        end;
    }

    if (BaseLevel < 37) {
        @mpq_cost=((BaseLevel*2/3) ** 2);
    } else { // From level 37 onwards, we will notice a small drop on price increase factor
        @mpq_cost=((BaseLevel*2/3) ** 2)-(BaseLevel*2);
    }

    if (Mobpt < @mpq_cost)
    {
        mesn l("Ishi, the Rewards Master");
        mesq l("Welcome! I see you have @@ Monster Points. But that isn't enough to get items at your current level, sorry!", Mobpt);
        mesc l("I need at minimum @@ Monster Points to get items at current level.",@mpq_cost);
        close;
    }

    if (BaseLevel < 25) {
        setarray @Items$,   "Bread",
                            "Candy","Orange","BugLeg",
                            "CobaltHerb","GambogeHerb",
                            "MauveHerb","MaggotSlime","ScorpionStinger","SilkCocoon",
                            "RustyKnife","Coral","PiouLegs","Cheese","RoastedMaggot";
    } else {
        setarray @Items$,   "Bread", "Croconut","Plushroom",
                            "RedApple","Beer","Candy","Orange","ChocolateBar","BugLeg","CoinBag",
                            "Coal","SnakeSkin","CottonCloth","GrassSeeds","HardSpike","CobaltHerb","GambogeHerb",
                            "MauveHerb","IronOre","MaggotSlime","RawLog","ScorpionStinger","SilkCocoon","TreasureKey",
                            "WhiteFur","EmptyBottle","RustyKnife","Coral","PiouLegs","Cheese","SnakeEgg","RoastedMaggot","BlueDye";
    }
    setarray @Rares$,   "BrimmedHat", 5, "IronIngot", 10, "BronzeGift", 10, "Grenade", 15;

    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 >= @mpq_cost,     "1"),
            rif(Mobpt >= (@mpq_cost)*2, "2"),
            rif(Mobpt >= (@mpq_cost)*3, "3"),
            rif(Mobpt >= (@mpq_cost)*4, "4"),
            rif(Mobpt >= (@mpq_cost)*5, "5"),
            rif(Mobpt >= (@mpq_cost)*6, "6"),
            rif(Mobpt >= (@mpq_cost)*7, "7"),
            rif(Mobpt >= (@mpq_cost)*8, "8"),
            rif(Mobpt >= (@mpq_cost)*9, "9"),
            rif(Mobpt >= (@mpq_cost)*10,"10"),
            rif(Mobpt >= (@mpq_cost)*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;

        if (BaseLevel > 25) {
            //debugmes "Testing rares";
            @lucky = rand(10000) + 1;
            for (.@b = 0; .@b < getarraysize(@Rares$); .@b=.@b+2) {
                //debugmes "Checking "+@Rares$[.@b]+" - b is now "+.@b;
                //debugmes l("Check @@ <= @@", @lucky, @Rares$[.@b+1]);
                if (.@b == 0)
                    @control = 0;
                if(@lucky >= (@control + 1) && @lucky <= @control + atoi(@Rares$[.@b+1]))
                {
                    .@lucked=1;
                    .@reward$ = @Rares$[.@b];
                }
                @control = @control + atoi(@Rares$[.@b+1]);
            }
        }

        //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 - @mpq_cost;
        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 / @mpq_cost;
    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(.name$);
    //setunitdata(.@npcId, UDT_HEADTOP, NPCEyes);
    setunitdata(.@npcId, UDT_HEADMIDDLE, CopperArmor);
    setunitdata(.@npcId, UDT_HEADBOTTOM, CottonTrousers);
    setunitdata(.@npcId, UDT_WEAPON, DeepBlackBoots); // Boots
    setunitdata(.@npcId, UDT_HAIRSTYLE, 4);
    setunitdata(.@npcId, UDT_HAIRCOLOR, 13);

    .sex = G_MALE;
    .distance = 5;
    end;
}