// TMW-2 Script // Author: // Crazyfefe // Jesusalva // // Do not add void items to array. // note : the rare item system suck. 003-1,97,97,0 script Ishi NPC_PLAYER,{ if (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 (BaseLevel < 37) { @mpq_cost=(BaseLevel ** 2); } else { // From level 37 onwards, we will notice a small drop on price increase factor @mpq_cost=(BaseLevel ** 2)-(BaseLevel*2); } if (Mobpt < @mpq_cost) { mesn l("Ishi, the Rewards Master"); mesq l("Welcome! I see you have @@ Monster Points. But that isn't enough to get items at your current level, sorry!", Mobpt); mesc l("I need at minimum @@ Monster Points to get items at current level.",@mpq_cost); close; } setarray @Items$, "Bread", "Croconut","Plushroom", "RedApple","Beer","Candy","Orange","ChocolateBar","BugLeg","CoinBag", "Coal","SnakeSkin","CottonCloth","GrassSeeds","HardSpike","CobaltHerb","GambogeHerb", "MauveHerb","IronOre","MaggotSlime","RawLog","ScorpionStinger","SilkCocoon","TreasureKey", "FluffyFur","EmptyBottle","RustyKnife","Grenade","Coral","PiouLegs","Cheese","SnakeEgg","RoastedMaggot","BlueDye"; setarray @Rares$, "BrimmedHat", 5, "IronIngot", 10, "BronzeGift", 10; 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 >= @mpq_cost,l("1")), rif(Mobpt >= (@mpq_cost)*2,l("2")), rif(Mobpt >= (@mpq_cost)*3,l("3")), rif(Mobpt >= (@mpq_cost)*4,l("4")), rif(Mobpt >= (@mpq_cost)*5,l("5")), rif(Mobpt >= (@mpq_cost)*6,l("6")), rif(Mobpt >= (@mpq_cost)*7,l("7")), rif(Mobpt >= (@mpq_cost)*8,l("8")), rif(Mobpt >= (@mpq_cost)*9,l("9")), rif(Mobpt >= (@mpq_cost)*10,l("10")), rif(Mobpt >= (@mpq_cost)*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$=""; getinventorylist; if (@inventorylist_count == 100) goto L_NoPlace; if (BaseLevel > 25) { //debugmes "Testing rares"; @lucky = rand(10000) + 1; for (.@b = 0; .@b < getarraysize(@Rares$); .@b=.@b+2) { //debugmes "Checking "+@Rares$[.@b]+" - b is now "+.@b; //debugmes l("Check @@ <= @@", @lucky, @Rares$[.@b+1]); if (.@b == 0) @control = 0; if(@lucky >= (@control + 1) && @lucky <= @control + atoi(@Rares$[.@b+1])) { .@lucked=1; .@reward$ = @Rares$[.@b]; } @control = @control + atoi(@Rares$[.@b+1]); } } //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 - @mpq_cost; 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$)); } } close; L_Continue: mesq l("You still have @@ Monster Points! Do you want more items?", Mobpt); do { select l("Yes"), l("No"); switch (@menu) { case 1: goto L_Give_all; break; case 2: goto L_Close; break; } } while (@menu != 2); L_NoPlace : mesq l("You seem to run out of place, you should go to the storage."); close; L_NoPlaceWeight : mesq l("You can't carry more items, you should go to the storage."); close; L_Give_all: @var = Mobpt / @mpq_cost; if (@var > 50) { // limit to avoid lag server. Probably a bad idea. @var = 50; mes l("You have too much points. I can't allow you to take all at once right now. I'll try to give you 50, and you come back later!"); next; } goto L_Items; close; OnInit: .@npcId = getnpcid(0, .name$); //setunitdata(.@npcId, UDT_HEADTOP, NPCEyes); setunitdata(.@npcId, UDT_HEADMIDDLE, LegionCopperArmor); setunitdata(.@npcId, UDT_HEADBOTTOM, CottonTrousers); setunitdata(.@npcId, UDT_WEAPON, DeepBlackBoots); // Boots setunitdata(.@npcId, UDT_HAIRSTYLE, 4); setunitdata(.@npcId, UDT_HAIRCOLOR, 13); .sex = G_MALE; .distance = 5; end; }