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Diffstat (limited to 'world/map/npc/functions/dailyquest.txt')
-rw-r--r-- | world/map/npc/functions/dailyquest.txt | 99 |
1 files changed, 99 insertions, 0 deletions
diff --git a/world/map/npc/functions/dailyquest.txt b/world/map/npc/functions/dailyquest.txt new file mode 100644 index 00000000..dc56895b --- /dev/null +++ b/world/map/npc/functions/dailyquest.txt @@ -0,0 +1,99 @@ +// 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 once in addition to player BaseLevel + +// (DailyQuestBonus makes a good reward from non-daily quests) + +function script DailyQuest { + 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 +L_Bonus: + if (DailyQuestBonus != 0) set DailyQuestPoints, DailyQuestPoints + DailyQuestBonus; + set DailyQuestBonus, 0; + + 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.", -, + "Nah, I'm not going to help you.", -; + + 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!\""; + mes ""; + mes "[" + @dq_money + " money]"; + mes "[" + @dq_exp + " experience points]"; + +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: + if (!@dq_handle_return) 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; +} |