// 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 in addition to player BaseLevel
// (DailyQuestBonus makes a good reward from non-daily quests)
function|script|DailyQuestPoints
{
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
goto L_Bonus;
L_Bonus:
set DailyQuestPoints, DailyQuestPoints + DailyQuestBonus;
set DailyQuestBonus, 0;
return;
}
function|script|DailyQuest
{
callfunc "DailyQuestPoints";
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.", L_Next,
"Nah, I'm not going to help you.", L_Next;
L_Next:
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!\"";
callsub S_SayPhrase;
mes "";
mes "[" + @dq_money + " money]";
mes "[" + @dq_exp + " experience points]";
goto L_Exit_Good;
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:
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;
S_SayPhrase:
if (@dq_handle_return)
goto L_Return;
if (DailyQuestPoints < @dq_cost)
goto L_Exhausted;
if (DailyQuestPoints > BaseLevel)
goto L_Over;
if (DailyQuestPoints > (BaseLevel*9)/10)
goto L_P90;
if (DailyQuestPoints > (BaseLevel*7)/10)
goto L_P70;
if (DailyQuestPoints > (BaseLevel*5)/10)
goto L_P50;
goto L_Low;
L_Over:
mes "\"Woah, you're bursting with power.\"";
return;
L_P90:
mes "\"You're in a very good shape.\"";
return;
L_P70:
mes "\"You don't seem very exhausted by my tasks.\"";
return;
L_P50:
mes "\"Aren't you getting weary yet?\"";
return;
L_Low:
mes "\"You look a little tired.\"";
return;
L_Exhausted:
mes "\"You look exhausted, maybe you should rest a bit.\"";
return;
L_Return:
return;
}