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-//===== Hercules Script ======================================
-//= Hunting Missions
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.4b
-//===== 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.
-//= 1.4 Fix ranking table using new SQL database [ossi0110]
-//= 1.4a Fix a bug when a character has deleted, that account
-//= can't do mission. [AnnieRuru]
-//= 1.4b Update to follow author's method on fixing
-//= character deletion bug [AnnieRuru]
-//============================================================
-
-prontera,152,187,6 script Hunting Missions 4_F_EDEN_MASTER,{
-function Chk; function Cm;
- mes "[Hunting Missions]";
- mes "Hello, "+strcharinfo(PC_NAME)+"!";
- 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.";
- if ( !@hm_char_del_check ) {
- if ( !query_sql( "SELECT 1 FROM `char_reg_num_db` WHERE `key` = 'Mission0' AND `char_id` IN ( SELECT `char_id` FROM `char` WHERE `account_id` = "+ getcharid(CHAR_ID_ACCOUNT) +" )", .@dummy ) ) {
- next;
- mes "[Hunting Missions]";
- mes "I can't seem to find any records";
- mes "for that character, though...";
- mes "One moment, please.";
- emotion e_hmm;
- set #Mission_Count, 0;
- }
- set @hm_char_del_check, 1;
- }
- 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$+"',ID) = 0 ORDER BY rand() LIMIT "+.Quests, .@mob);
- for (set .@i,0; .@i<.Quests; set .@i,.@i+1) {
- setd "Mission"+.@i, .@mob[.@i];
- setd "Mission"+.@i +"_",0;
- }
- set #Mission_Count, rand(.Count[0],.Count[1]);
- callsub Mission_Status;
- next;
- mes "[Hunting Missions]";
- mes "Report back when";
- mes "you've finished.";
- mes "Good luck!";
- close;
- case 2:
- mes "[Hunting Missions]";
- mes "Mission status:";
- callsub Mission_Status;
- close;
- case 3:
- mes "[Hunting Missions]";
- mes "Do you really want to";
- mes "abandon your mission?";
- if (.Reset < 0 && .Delay)
- mes "Your delay time will not be reset.";
- else if (.Reset > 0)
- mes "It will cost "+Cm(.Reset)+" Zeny.";
- next;
- switch(select(" ~ Abandon...", " ~ ^777777Cancel^000000")) {
- case 1:
- if (.Reset > 0) {
- if (Zeny < .Reset) {
- mes "[Hunting Missions]";
- mes "You don't have enough";
- mes "Zeny to drop this mission.";
- emotion e_sry;
- close;
- }
- Zeny -= .Reset;
- emotion e_cash;
- }
- mes "[Hunting Missions]";
- mes "Alright, I've dropped";
- mes "your current mission.";
- specialeffect(EF_STORMKICK4, AREA, playerattached());
- for(set .@i,0; .@i<.Quests; set .@i,.@i+1) {
- setd "Mission"+.@i,0;
- setd "Mission"+.@i+"_",0;
- }
- set #Mission_Count,0;
- if (.Reset < 0 && .Delay) set #Mission_Delay, gettimetick(2)+(.Delay*3600);
- close;
- case 2:
- mes "[Hunting Missions]";
- mes "I knew you were kidding!";
- mes "Keep up the good work.";
- emotion e_heh;
- close;
- }
- case 4:
- callsub Mission_Info;
- close;
- case 5:
- mes "[Hunting Missions]";
- mes "You have ^0055FF"+#Mission_Points+"^000000 Mission Points.";
- mes "Use them well!";
- callshop "mission_shop",1;
- npcshopattach "mission_shop";
- end;
- case 6:
- mes "[Hunting Missions]";
- mes "The top hunters are:";
- query_sql("SELECT char_id AS id, (SELECT `name` FROM `char` WHERE char_id = id),`value` FROM `char_reg_num_db` WHERE `key` = 'Mission_Total' ORDER BY `value` DESC LIMIT 5",.@id,.@name$,.@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;
- specialeffect(EF_ANGEL, AREA, playerattached());
- specialeffect(EF_TRUESIGHT, AREA, playerattached());
- set #Mission_Points, #Mission_Points+.@Mission_Points;
- set BaseExp, BaseExp+.@Base_Exp;
- set JobExp, JobExp+.@Job_Exp;
- 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 `char_reg_num_db` (`char_id`,`key`,`index`,`value`) VALUES ("+getcharid(CHAR_ID_CHAR)+",'Mission_Total','0',1)");
- else query_sql("UPDATE `char_reg_num_db` SET `value` = "+Mission_Total+" WHERE `char_id` = "+getcharid(CHAR_ID_CHAR)+" AND `key` = '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$; }
-
-OnBuyItem:
- set @cost,0;
- for(set .@i,0; .@i<getarraysize(@bought_nameid); set .@i,.@i+1)
- for(set .@j,0; .@j<getarraysize(.Shop); set .@j,.@j+2)
- if (@bought_nameid[.@i] == .Shop[.@j]) {
- set @cost, @cost+(.Shop[.@j+1]*@bought_quantity[.@i]);
- break;
- }
- mes "[Hunting Missions]";
- if (@cost > #Mission_Points) mes "You don't have enough Mission Points.";
- else {
- for(set .@i,0; .@i<getarraysize(@bought_nameid); set .@i,.@i+1) {
- getitem @bought_nameid[.@i], @bought_quantity[.@i];
- dispbottom "Purchased "+@bought_quantity[.@i]+"x "+getitemname(@bought_nameid[.@i])+".";
- }
- set #Mission_Points, #Mission_Points-@cost;
- mes "Deal completed.";
- emotion e_cash;
- }
- set @cost,0;
- deletearray @bought_nameid[0], getarraysize(@bought_nameid);
- deletearray @bought_quantity[0], getarraysize(@bought_quantity);
- close;
-
-OnNPCKillEvent:
- if (!getcharid(CHAR_ID_PARTY) || !.Party) {
- if (!#Mission_Count || !Mission0) end;
- for (set .@i, 0; .@i<.Quests; set .@i,.@i+1) {
- if (strmobinfo(1,killedrid) == strmobinfo(1,getd("Mission"+.@i))) {
- if (getd("Mission"+.@i+"_") < #Mission_Count) {
- dispbottom "[Hunting Mission] Killed "+(set(getd("Mission"+.@i+"_"),getd("Mission"+.@i+"_")+1))+" of "+#Mission_Count+" "+strmobinfo(1,killedrid)+".";
- end;
- }
- }
- }
- } else if (.Party) {
- set .@mob, killedrid;
- getmapxy(.@map1$, .@x1, .@y1, UNITTYPE_PC);
- getpartymember getcharid(CHAR_ID_PARTY),1;
- getpartymember getcharid(CHAR_ID_PARTY),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, UNITTYPE_PC);
- 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:
- 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 FAKE_NPC,512:-1