diff options
-rw-r--r-- | npc/003-1/ishi.txt | 426 |
1 files changed, 213 insertions, 213 deletions
diff --git a/npc/003-1/ishi.txt b/npc/003-1/ishi.txt index 7e7ff8e7b..a0e66869a 100644 --- a/npc/003-1/ishi.txt +++ b/npc/003-1/ishi.txt @@ -1,213 +1,213 @@ -// 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$="";
- getinventorylist;
- if (@inventorylist_count == 100)
- goto L_NoPlace;
-
- debugmes "Testing rares";
- for (.@b = 0; .@b < (getarraysize(@Rares$)/2); .@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;
-}
-
+// 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$=""; + getinventorylist; + if (@inventorylist_count == 100) + goto L_NoPlace; + + debugmes "Testing rares"; + for (.@b = 0; .@b < (getarraysize(@Rares$)/2); .@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; +} + |