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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 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,
        "Take all you need.", L_All,
        "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_All:
    if (countitem(@dq_name$) < @dq_count)
        goto L_Not_Enough;

    set @item_multiple, (countitem(@dq_name$) / @dq_count);
    set @dp_multiple, (DailyQuestPoints / @dq_cost);

    if (@dp_multiple > @item_multiple)
        set @multipler, @item_multiple;
    if (@item_multiple >= @dp_multiple)
        set @multipler, @dp_multiple;

    set DailyQuestPoints, DailyQuestPoints - (@dq_cost * @multipler);

    delitem @dq_name$, (@dq_count * @multipler);

    set Zeny, Zeny + (@dq_money * @multipler);
    getexp (@dq_exp * @multipler), 0;

    if (@dq_handle_return)
        goto L_Exit_Good;

    mes "\"Thank you!\"";
    callsub S_SayPhrase;
    mes "";
    mes "[" + (@dq_money * @multipler) + " money]";
    mes "[" + (@dq_exp * @multipler) + " 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;
}