// TMW-2 Script
// Author:
// Crazyfefe
// Jesusalva
//
// Do not add void items to array.
// note : the rare item system suck. Must be ordered from less rare to most rare.
// TODO FIXME: Not reading properly from @Rares$ array, no idea how to fix that!
003-1,97,97,0 script Ishi NPC_PLAYER,{
if (getq(MPQUEST) == 0)
{
mesn l("Ishi, the Rewards Master");
mesq l("Hey, it seems like you didn't register as a Monster Hunting Quest participant yet! You can sign up with Aidan.");
close;
}
if (Mobpt < BaseLevel ** 2)
{
mesn l("Ishi, the Rewards Master");
mesq l("Welcome! I see you have @@ Monster Points. But that isn't enough to get items, sorry!", Mobpt);
close;
}
setarray @Items$, "Bread", "Croconut","Plushroom",
"RedApple","Beer","Candy","Orange","ChocolateBar","BugLeg","CoinBag",
"Coal","SnakeSkin","CottonCloth","GrassSeeds","HardSpike","CobaltHerb","GambogeHerb",
"MauveHerb","IronOre","MaggotSlime","RawLog","ScorpionStinger","SilkCocoon","TreasureKey",
"FluffyFur","EmptyBottle","RustyKnife","TolchiArrow","Arrow","IronArrow","BlueCottonDye";
setarray @Rares$, "BronzeGift", 120, "IronIngot", 70, "BrimedHat", 40;
mesn l("Ishi, the Rewards Master");
mesq l("Welcome! I see you have @@ Monster Points. Would you like to exchange some of those for items?", Mobpt);
next;
do
{
select
rif(Mobpt >= BaseLevel ** 2,l("1")),
rif(Mobpt >= (BaseLevel ** 2)*2,l("2")),
rif(Mobpt >= (BaseLevel ** 2)*3,l("3")),
rif(Mobpt >= (BaseLevel ** 2)*4,l("4")),
rif(Mobpt >= (BaseLevel ** 2)*5,l("5")),
rif(Mobpt >= (BaseLevel ** 2)*6,l("6")),
rif(Mobpt >= (BaseLevel ** 2)*7,l("7")),
rif(Mobpt >= (BaseLevel ** 2)*8,l("8")),
rif(Mobpt >= (BaseLevel ** 2)*9,l("9")),
rif(Mobpt >= (BaseLevel ** 2)*10,l("10")),
rif(Mobpt >= (BaseLevel ** 2)*11,l("Gimme as many as I deserve!")),
l("Sorry, I have to go now.");
switch (@menu)
{
case 1 :
@var = 1;
goto L_Items;
break;
case 2 :
@var = 2;
goto L_Items;
break;
case 3 :
@var = 3;
goto L_Items;
break;
case 4 :
@var = 4;
goto L_Items;
break;
case 5 :
@var = 5;
goto L_Items;
break;
case 6 :
@var = 6;
goto L_Items;
break;
case 7 :
@var = 7;
goto L_Items;
break;
case 8 :
@var = 8;
goto L_Items;
break;
case 9 :
@var = 9;
goto L_Items;
break;
case 10 :
@var = 10;
goto L_Items;
break;
case 11 :
goto L_Give_all;
break;
default :
goto L_Close;
break;
}
} while (@menu != 12);
closedialog;
goodbye;
close;
L_Close:
@var =0;
close;
L_Items:
debugmes "Reaching item loop";
for (.@i = 0; .@i < @var; .@i ++)
{
debugmes "Items: "+str(@var);
.@lucked=0;
.@reward$="";
getinventorylist;
if (@inventorylist_count == 100)
goto L_NoPlace;
debugmes "Testing rares";
for (.@b = 0; .@b < getarraysize(@Rares$); .@b=.@b+2) {
.@lucky = rand(10000); // 0 - 99999
debugmes "Checking "+@Rares$[.@b]+" - b is now "+.@b;
debugmes l("Check @@ <= @@", .@lucky, @Rares$[.@b+1]);
if (.@lucky <= atoi(@Rares$[.@b+1])) {
.@lucked=1;
.@reward$ = @Rares$[.@b];
}
}
debugmes "Setting reward"; // could be if (!.@lucked) but for sanity...
if (.@reward$ == "")
set .@reward$, @Items$[rand(getarraysize(@Items$))];
debugmes "Check weight";
.@weight = checkweight(.@reward$,1);
if (!.@weight)
goto L_NoPlaceWeight;
debugmes "Processing...";
Mobpt = Mobpt - BaseLevel ** 2;
getitem .@reward$,1;
debugmes "Printing...";
if (.@lucked) {
mes "";
mes l("Wow!");
mes l("I can't believe.");
mes l("you got lucky and got a(n) @@!", getitemlink(.@reward$));
mes "";
} else {
mesq l("You received one @@!", getitemlink(.@reward$));
}
}
close;
L_Continue:
mesq l("You still have @@ Monster Points! Do you want more items?", Mobpt);
do
{
select
l("Yes"),
l("No");
switch (@menu)
{
case 1:
goto L_Give_all;
break;
case 2:
goto L_Close;
break;
}
} while (@menu != 2);
L_NoPlace :
mesq l("You seem to run out of place, you should go to the storage.");
close;
L_NoPlaceWeight :
mesq l("You can't carry more items, you should go to the storage.");
close;
L_Give_all:
@var = Mobpt / BaseLevel ** 2;
if (@var > 50) { // limit to avoid lag server. Probably a bad idea.
@var = 50;
mes l("You have too much points. I can't allow you to take all at once right now. I'll try to give you 50, and you come back later!");
next;
}
goto L_Items;
close;
OnInit:
.@npcId = getnpcid(0, .name$);
//setunitdata(.@npcId, UDT_HEADTOP, 2929);
setunitdata(.@npcId, UDT_HEADMIDDLE, 1305);
setunitdata(.@npcId, UDT_HEADBOTTOM, 2207);
setunitdata(.@npcId, UDT_WEAPON, 1802); // Boots
setunitdata(.@npcId, UDT_HAIRSTYLE, 4);
setunitdata(.@npcId, UDT_HAIRCOLOR, 13);
.sex = G_MALE;
.distance = 5;
end;
}