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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 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;
}