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//===== rAthena Script =======================================
//= Hunting Missions
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.4
//===== Compatible With: =====================================
//= rAthena Project
//===== Description: =========================================
//= Random hunting missions.
//= Rewards are based on quest difficulty.
//=
//= NOTE: Requires SQL mob database.
//===== Additional Comments: =================================
//= 1.0 Initial script.
//= 1.1 Small improvements and fixes.
//= 1.2 Added party support and replaced blacklists with an
//= SQL query, both thanks to AnnieRuru.
//= 1.3 Re-added a blacklist adapted for the SQL query.
//= 1.3a Added mission reset options.
//= 1.3b Function updates.
//= 1.4 Check for deleted characters, thanks to AnnieRuru.
//= Syntax updates and style cleaning.
//============================================================
prontera,152,187,6 script Hunting Missions 4_F_EDEN_MASTER,{
function Chk;
mes "[Hunting Missions]";
mes "Hello, " + strcharinfo(0) + "!";
if (!#Mission_Delay) {
next;
mes "[Hunting Missions]";
mes "I can't find any records...";
mes "You must be new here!";
emotion ET_HUK;
next;
callsub Mission_Info;
emotion ET_GO;
#Mission_Delay = 1;
close;
}
mes F_Rand("Working hard, as always...", "Not slacking, I hope...");
mes "Is there anything I can help";
mes "you with?";
mes " ";
mes "^777777~ You've completed " + F_InsertPlural(Mission_Total,"mission",0,"^0055FF%d^777777 %s") + ". ~^000000";
next;
switch(select(
((!Mission0) ? " ~ New Mission::" : ": ~ Mission Status: ~ Abandon Mission") +
": ~ Information: ~ Mission Shop: ~ View Top Hunters: ~ ^777777Cancel^000000"
)) {
case 1:
mes "[Hunting Missions]";
if (#Mission_Count) {
mes "You've started a mission";
mes "on another character.";
if (!@hm_char_del_check) { // check for deleted character
query_sql("SELECT 1 FROM `char_reg_num` WHERE `key` = 'Mission0' AND `char_id` IN(SELECT `char_id` FROM `char` WHERE `account_id` = " + getcharid(3) + ")", .@i);
if (!.@i) {
next;
mes "[Hunting Missions]";
mes "I can't seem to find any records";
mes "for that character, though...";
mes "One moment, please.";
emotion ET_SCRATCH;
#Mission_Count = 0;
}
@hm_char_del_check = true;
}
close;
}
if (#Mission_Delay > gettimetick(2) && .Delay) {
mes "I'm afraid you'll have to wait " + Time2Str(#Mission_Delay) + " before taking another mission.";
close;
}
mes "You must hunt:";
query_sql("SELECT ID FROM `" + .mob_db$ + "` WHERE left(name_aegis, 4) != 'meta' AND left(name_aegis, 2) != 'E_' AND base_exp > 0 AND job_exp > 0 AND (class != 'boss' OR class is null) AND (drop3_item like '%_card' OR drop4_item like '%_card' OR drop5_item like '%_card' OR drop6_item like '%_card' OR drop7_item like '%_card' OR drop8_item like '%_card' OR drop9_item like '%_card' OR drop10_item like '%_card') AND ID < 2000 AND instr('"+.Blacklist$+"',ID) = 0 ORDER BY rand() LIMIT " + .Quests, .@mob);
for (.@i = 0; .@i < .Quests; .@i++) {
setd "Mission" + .@i, .@mob[.@i];
setd "Mission" + .@i +"_", 0;
}
#Mission_Count = rand(.Count[0], .Count[1]);
callsub Mission_Status;
next;
mes "[Hunting Missions]";
mes "Report back when";
mes "you've finished.";
mes "Good luck!";
close;
case 2:
mes "[Hunting Missions]";
mes "Mission status:";
callsub Mission_Status;
close;
case 3:
mes "[Hunting Missions]";
mes "Do you really want to";
mes "abandon your mission?";
if (.Reset < 0 && .Delay)
mes "Your delay time will not be reset.";
else if (.Reset > 0)
mes "It will cost " + F_InsertComma(.Reset) + " Zeny.";
next;
switch(select(" ~ Abandon...: ~ ^777777Cancel^000000")) {
case 1:
if (.Reset > 0) {
if (Zeny < .Reset) {
mes "[Hunting Missions]";
mes "You don't have enough";
mes "Zeny to drop this mission.";
emotion ET_SORRY;
close;
}
Zeny -= .Reset;
emotion ET_MONEY;
}
mes "[Hunting Missions]";
mes "Alright, I've dropped";
mes "your current mission.";
specialeffect2 EF_STORMKICK4;
for (.@i = 0; .@i < .Quests; .@i++) {
setd "Mission"+.@i, 0;
setd "Mission"+.@i+"_", 0;
}
#Mission_Count = 0;
if (.Reset < 0 && .Delay)
#Mission_Delay = gettimetick(2) + (.Delay * 3600);
close;
case 2:
mes "[Hunting Missions]";
mes "I knew you were kidding!";
mes "Keep up the good work.";
emotion ET_SMILE;
close;
}
case 4:
callsub Mission_Info;
close;
case 5:
mes "[Hunting Missions]";
mes "You have ^0055FF" + #Mission_Points + "^000000 Mission Points.";
mes "Use them well!";
callshop "mission_shop",1;
npcshopattach "mission_shop";
end;
case 6:
mes "[Hunting Missions]";
mes "The top hunters are:";
query_sql("SELECT char_id AS id, (SELECT `name` FROM `char` WHERE char_id = id),`value` FROM `char_reg_num` WHERE `key` = 'Mission_Total' ORDER BY CAST(`value` AS SIGNED) DESC LIMIT 5", .@id, .@name$, .@val);
for (.@i = 0; .@i < 5; .@i++)
mes " [Rank " + (.@i+1) + "] " + ((.@name$[.@i] == "") ? "^777777none" : "^0055FF" + .@name$[.@i]+"^000000 : ^FF0000" + .@val[.@i] + " pt.") + "^000000";
close;
case 7:
mes "[Hunting Missions]";
mes "Nothing? Okay...";
emotion ET_SCRATCH;
close;
}
end;
Mission_Status:
@f = false;
deletearray .@j[0], getarraysize(.@j);
for (.@i = 0; .@i < .Quests; .@i++) {
.@j[.@i] = getd("Mission" + .@i);
.@j[.Quests] = .@j[.Quests] + strmobinfo(3,.@j[.@i]);
.@j[.Quests+1] = .@j[.Quests+1] + (strmobinfo(6,.@j[.@i]) / (getbattleflag("base_exp_rate") / 100) * .Modifier[0]);
.@j[.Quests+2] = .@j[.Quests+2] + (strmobinfo(7,.@j[.@i]) / (getbattleflag("job_exp_rate") / 100) * .Modifier[1]);
mes " > "+Chk(getd("Mission"+.@i+"_"),#Mission_Count) + strmobinfo(1,.@j[.@i]) + " (" + getd("Mission"+.@i+"_") + "/" + #Mission_Count + ")^000000";
}
// Reward formulas:
.@Mission_Points = 3 + (.@j[.Quests] / .Quests / 6);
.@Base_Exp = #Mission_Count * .@j[.Quests+1] / 5;
.@Job_Exp = #Mission_Count * .@j[.Quests+2] / 5;
.@Zeny = #Mission_Count * .Quests * .@j[.@i] * .Modifier[2];
next;
mes "[Hunting Missions]";
mes "Mission rewards:";
mes " > Mission Points: ^0055FF" + .@Mission_Points + "^000000";
mes " > Base Experience: ^0055FF" + F_InsertComma(.@Base_Exp) + "^000000";
mes " > Job Experience: ^0055FF" + F_InsertComma(.@Job_Exp) + "^000000";
mes " > Zeny: ^0055FF" + F_InsertComma(.@Zeny) + "^000000";
if (@f) {
@f = false;
return;
}
next;
mes "[Hunting Missions]";
mes "Oh, you're done!";
mes "Good work.";
mes "Here's your reward.";
emotion ET_BEST;
specialeffect2 EF_ANGEL;
specialeffect2 EF_TRUESIGHT;
#Mission_Points += .@Mission_Points;
BaseExp += .@Base_Exp;
JobExp += .@Job_Exp;
Zeny += .@Zeny;
for (.@i = 0; .@i < .Quests; .@i++) {
setd "Mission" + .@i, 0;
setd "Mission" + .@i+"_", 0;
}
#Mission_Count = 0;
if (.Delay)
#Mission_Delay = gettimetick(2) + (.Delay * 3600);
Mission_Total++;
if (Mission_Total == 1)
query_sql("INSERT INTO `char_reg_num` (`char_id`,`key`,`index`,`value`) VALUES (" + getcharid(0) + ",'Mission_Total','0',1)");
else
query_sql("UPDATE `char_reg_num` SET `value` = " + Mission_Total + " WHERE `char_id` = " + getcharid(0) + " AND `key` = 'Mission_Total'");
close;
Mission_Info:
mes "[Hunting Missions]";
mes "If you so choose, I can assign";
mes "you a random hunting quest.";
mes "Some are easier than others, but";
mes "the rewards increase with difficulty.";
next;
mes "[Hunting Missions]";
mes "Missions points are shared";
mes "amongst all your characters.";
if (.Delay)
mes "Delay time is, too.";
mes "You can't take missions on";
mes "multiple characters at once.";
next;
mes "[Hunting Missions]";
mes "You can start a quest";
mes (.Delay ? "every " + ((.Delay == 1) ? "hour." : .Delay + " hours.") : "whenever you want.");
mes "That's everything~";
return;
function Chk {
if (getarg(0) < getarg(1)) {
@f = true;
return "^FF0000";
} else
return "^00FF00";
}
OnBuyItem:
.@size = getarraysize(@bought_nameid);
for (.@i = 0; .@i < .@size; .@i++) {
.@j = inarray(.Shop, @bought_nameid[.@i]);
.@cost += (.Shop[.@j+1] * @bought_quantity[.@i]);
}
mes "[Hunting Missions]";
if (.@cost > #Mission_Points)
mes "You don't have enough Mission Points.";
else {
for (.@i = 0; .@i < .@size; .@i++) {
getitem @bought_nameid[.@i], @bought_quantity[.@i];
dispbottom "Purchased " + @bought_quantity[.@i] + "x " + getitemname(@bought_nameid[.@i]) + ".";
}
#Mission_Points -= .@cost;
mes "Deal completed.";
emotion ET_MONEY;
}
deletearray @bought_nameid[0], .@size;
deletearray @bought_quantity[0], .@size;
close;
OnNPCKillEvent:
if (!getcharid(1) || !.Party) {
if (!#Mission_Count || !Mission0) end;
for (.@i = 0; .@i < .Quests; .@i++) {
if (strmobinfo(1,killedrid) == strmobinfo(1,getd("Mission" + .@i))) {
if (getd("Mission" + .@i + "_") < #Mission_Count) {
dispbottom "[Hunting Mission] Killed " + (set(getd("Mission" + .@i + "_"),getd("Mission" + .@i + "_") + 1)) +
" of " + #Mission_Count + " " + strmobinfo(1,killedrid) + ".";
end;
}
}
}
} else if (.Party) {
.@mob = killedrid;
getmapxy(.@map1$,.@x1,.@y1);
getpartymember getcharid(1),1;
getpartymember getcharid(1),2;
for (.@i = 0; .@i < $@partymembercount; .@i++) {
if (isloggedin($@partymemberaid[.@i], $@partymembercid[.@i])) {
set .@Mission_Count, getvar(#Mission_Count, $@partymembercid[.@i]);
set .@Mission0, getvar(Mission0, $@partymembercid[.@i]);
set .@HP, readparam(HP, $@partymembercid[.@i]);
if (.@Mission_Count && .@Mission0 && .@HP > 0) {
getmapxy(.@map2$,.@x2,.@y2,BL_PC,rid2name($@partymemberaid[.@i]));
if ((.@map1$ == .@map2$ || .Party == 1) && (distance(.@x1,.@y1,.@x2,.@y2) <= 30 || .Party < 3)) {
for (.@j = 0; .@j < .Quests; .@j++) {
.@my_mob_id = getvar( getd("Mission"+.@j),$@partymembercid[.@i] );
.@my_count = getvar( getd("Mission"+.@j+"_"), $@partymembercid[.@i] );
if (strmobinfo(1,.@mob) == strmobinfo(1,.@my_mob_id)) {
if (.@my_count < .@Mission_Count) {
setd "Mission"+.@j+"_", (.@my_count+1), $@partymembercid[.@i];
dispbottom "[Hunting Mission] Killed " + (.@my_count+1) + " of " + .@Mission_Count + " " + strmobinfo(1,.@mob) + ".", 0x777777, $@partymembercid[.@i];
break;
}
}
}
}
}
}
}
}
end;
OnInit:
.Delay = 12; // Quest delay, in hours (0 to disable).
.Quests = 4; // Number of subquests per mission (increases rewards).
.Party = 3; // Party options: 0 (exclude party kills), 1 (include party kills), 2 (same map only), 3 (screen area only)
.Reset = -1; // Reset options: -1 (abandoning mission sets delay time), 0 (no delay time), [Zeny] (cost to abandon mission, no delay time)
setarray .Count[0], // Min and max monsters per subquest (increases rewards).
40,70;
setarray .Modifier[0], // Multipliers for Base Exp, Job Exp, and Zeny rewards.
getbattleflag("base_exp_rate")/100,getbattleflag("job_exp_rate")/100,60;
.mob_db$ = // Table name of SQL mob database
(checkre(0))?"mob_db_re":"mob_db";
setarray .Shop[0], // Reward items: <ID>,<point cost> (about 10~20 points per hunt).
512,1,513,1,514,1,538,5,539,5,558,10,561,10;
.Blacklist$ = // Blacklisted mob IDs.
"1062,1088,1183,1186,1200,1212,1220,1221,1234,1235,"+
"1244,1245,1250,1268,1290,1293,1294,1296,1298,1299,"+
"1300,1301,1303,1304,1305,1306,1308,1309,1311,1313,"+
"1515,1588,1618,1676,1677,1678,1679,1796,1797,1974,"+
"1975,1976,1977,1978,1979";
npcshopdelitem "mission_shop",512;
for (.@i = 0; .@i < getarraysize(.Shop); .@i += 2)
npcshopadditem "mission_shop", .Shop[.@i], .Shop[.@i+1];
end;
}
- shop mission_shop -1,512:-1