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authorjesusalva <cpntb1@ymail.com>2018-03-08 06:20:34 -0300
committerjesusalva <cpntb1@ymail.com>2018-03-08 06:20:34 -0300
commita114892933b868c663686fca044a01da32748d21 (patch)
tree1f9db956128a26442c0e9c11c9c1f94dfe0ac4ae /npc/003-1
parent08cbc8dcc82cbc908329f3123bf42ec54e651423 (diff)
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Fix Ishi's newlines.
note : the rare item system is not reading properly from @Rares$ array, no idea how to fix that!
Diffstat (limited to 'npc/003-1')
-rw-r--r--npc/003-1/ishi.txt426
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;
+}
+