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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;
-}