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leonardofan

Hunting Mission error

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NPC HERCULES

kill monster does not count

 

 

//===== Hercules Script ======================================
//= Hunting Missions
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.4b
//===== Description: =========================================
//= Random hunting missions.
//= Rewards are based on quest difficulty.
//===== 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.
//= 1.4 Fix ranking table using new SQL database [ossi0110]
//= 1.4a Fix a bug when a character has deleted, that account
//=     can't do mission. [AnnieRuru]
//= 1.4b Update to follow author's method on fixing
//=     character deletion bug [AnnieRuru]
//============================================================

 

prontera,152,187,6    script    Hunting Missions    4_F_EDEN_MASTER,{
function Chk; function Cm;
    mes "[Hunting Missions]";
    mes "Hello, "+strcharinfo(PC_NAME)+"!";
    if (!#Mission_Delay) {
        next;
        mes "[Hunting Missions]";
        mes "I can't find any records...";
        mes "You must be new here!";
        emotion e_omg;
        next;
        callsub Mission_Info;
        emotion e_go;
        set #Mission_Delay,1;
        close;
    }
    mes rand(2)?"Working hard, as always...":"Not slacking, I hope...";
    mes "Is there anything I can help";
    mes "you with?";
    mes " ";
    mes "^777777~ You've completed ^0055FF"+Mission_Total+"^777777 mission"+((Mission_Total == 1)?"":"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 ) {
                if ( !query_sql( "SELECT 1 FROM `char_reg_num_db` WHERE `key` = 'Mission0' AND `char_id` IN ( SELECT `char_id` FROM `char` WHERE `account_id` = "+ getcharid(CHAR_ID_ACCOUNT) +" )", .@dummy ) ) {
                    next;
                    mes "[Hunting Missions]";
                    mes "I can't seem to find any records";
                    mes "for that character, though...";
                    mes "One moment, please.";
                    emotion e_hmm;
                    set #Mission_Count, 0;
                }
                set @hm_char_del_check, 1;
            }
            close;
        }
        if (#Mission_Delay > gettimetick(2) && .Delay) {
            set .@i, #Mission_Delay-gettimetick(2);
            if (.@i > 3600) set .@j$, (.@i/3600)+" hour"+(((.@i/3600) == 1)?"":"s");
            else if (.@i > 60) set .@j$, (.@i/60)+" minute"+(((.@i/60) == 1)?"":"s");
            else set .@j$, (.@i)+" second"+((.@i == 1)?"":"s");
            mes "I'm afraid you'll have to wait "+.@j$+" before taking another mission.";
            close;
        }
        mes "You must hunt:";
        query_sql("SELECT ID FROM `mob_db` WHERE left(Sprite, 4) != 'meta' AND left(Sprite, 2) != 'E_' AND ~Mode & 32 AND EXP > 0 AND MVP1id = 0 AND DropCardid > 4000 AND DropCardid < 5000 AND ID < 2000 AND instr('"+.Blacklist$+"',ID) = 0 ORDER BY rand() LIMIT "+.Quests, .@mob);
        for (set .@i,0; .@i<.Quests; set .@i,.@i+1) {
            setd "Mission"+.@i, .@mob[.@i];
            setd "Mission"+.@i +"_",0;
        }
        set #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 "+Cm(.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 e_sry;
                    close;
                }
                Zeny -= .Reset;
                emotion e_cash;
            }
            mes "[Hunting Missions]";
            mes "Alright, I've dropped";
            mes "your current mission.";
            specialeffect(EF_STORMKICK4, AREA, playerattached());
            for(set .@i,0; .@i<.Quests; set .@i,.@i+1) {
                setd "Mission"+.@i,0;
                setd "Mission"+.@i+"_",0;
            }
            set #Mission_Count,0;
            if (.Reset < 0 && .Delay) set #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 e_heh;
            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_db` WHERE `key` = 'Mission_Total' ORDER BY `value` DESC LIMIT 5",.@id,.@name$,.@val);
        for(set .@i,0; .@i<5; set .@i,.@i+1)
            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 e_hmm;
        close;
    }

Mission_Status:
    set @f,0;
    deletearray .@j[0], getarraysize(.@j);
    for(set .@i,0; .@i<.Quests; set .@i,.@i+1) {
        set .@j[.@i], getd("Mission"+.@i);
        set .@j[.Quests], .@j[.Quests]+strmobinfo(3,.@j[.@i]);
        set .@j[.Quests+1], .@j[.Quests+1]+(strmobinfo(6,.@j[.@i])/(getbattleflag("base_exp_rate")/100)*.Modifier[0]);
        set .@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:
    set .@Mission_Points, 3+(.@j[.Quests]/.Quests/6);
    set .@Base_Exp, #Mission_Count*.@j[.Quests+1]/5;
    set .@Job_Exp, #Mission_Count*.@j[.Quests+2]/5;
    set .@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"+Cm(.@Base_Exp)+"^000000";
    mes " > Job Experience: ^0055FF"+Cm(.@Job_Exp)+"^000000";
    mes " > Zeny: ^0055FF"+Cm(.@zeny)+"^000000";
    if (@f) { set @f,0; return; }
    next;
    mes "[Hunting Missions]";
    mes "Oh, you're done!";
    mes "Good work.";
    mes "Here's your reward.";
    emotion e_no1;
    specialeffect(EF_ANGEL, AREA, playerattached());
    specialeffect(EF_TRUESIGHT, AREA, playerattached());
    set #Mission_Points, #Mission_Points+.@Mission_Points;
    set BaseExp, BaseExp+.@Base_Exp;
    set JobExp, JobExp+.@Job_Exp;
    Zeny += .@zeny;
    for(set .@i,0; .@i<.Quests; set .@i,.@i+1) {
        setd "Mission"+.@i,0;
        setd "Mission"+.@i+"_",0;
    }
    set #Mission_Count,0;
    if (.Delay) set #Mission_Delay, gettimetick(2)+(.Delay*3600);
    set Mission_Total, Mission_Total+1;
    if (Mission_Total == 1) query_sql("INSERT INTO `char_reg_num_db` (`char_id`,`key`,`index`,`value`) VALUES ("+getcharid(CHAR_ID_CHAR)+",'Mission_Total','0',1)");
    else query_sql("UPDATE `char_reg_num_db` SET `value` = "+Mission_Total+" WHERE `char_id` = "+getcharid(CHAR_ID_CHAR)+" 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";
    if (.Delay) mes "every "+((.Delay == 1)?"hour.":.Delay+" hours.");
    else mes "whenever you want.";
    mes "That's everything~";
    return;

function Chk {
    if (getarg(0) < getarg(1)) { set @f,1; return "^FF0000"; }
    else return "^00FF00"; }

function Cm {
    set .@str$, getarg(0);
    for(set .@i,getstrlen(.@str$)-3; .@i>0; set .@i,.@i-3)
        set .@str$, insertchar(.@str$,",",.@i);
    return .@str$; }

OnBuyItem:
    set @cost,0;
    for(set .@i,0; .@i<getarraysize(@bought_nameid); set .@i,.@i+1)
        for(set .@j,0; .@j<getarraysize(.Shop); set .@j,.@j+2)
            if (@bought_nameid[.@i] == .Shop[.@j]) {
                set @cost, @cost+(.Shop[.@j+1]*@bought_quantity[.@i]);
                break;
            }
    mes "[Hunting Missions]";
    if (@cost > #Mission_Points) mes "You don't have enough Mission Points.";
    else {
        for(set .@i,0; .@i<getarraysize(@bought_nameid); set .@i,.@i+1) {
            getitem @bought_nameid[.@i], @bought_quantity[.@i];
            dispbottom "Purchased "+@bought_quantity[.@i]+"x "+getitemname(@bought_nameid[.@i])+".";
        }
        set #Mission_Points, #Mission_Points-@cost;
        mes "Deal completed.";
        emotion e_cash;
    }
    set @cost,0;
    deletearray @bought_nameid[0], getarraysize(@bought_nameid);
    deletearray @bought_quantity[0], getarraysize(@bought_quantity);
    close;

OnNPCKillEvent:
    if (!getcharid(CHAR_ID_PARTY) || !.Party) {
        if (!#Mission_Count || !Mission0) end;
        for (set .@i, 0; .@i<.Quests; set .@i,.@i+1) {
            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) {
        set .@mob, killedrid;
        getmapxy(.@map1$, .@x1, .@y1, UNITTYPE_PC);
        getpartymember getcharid(CHAR_ID_PARTY),1;
        getpartymember getcharid(CHAR_ID_PARTY),2;
        for(set .@i,0; .@i<$@partymembercount; set .@i,.@i+1) {
            if (isloggedin($@partymemberaid[.@i], $@partymembercid[.@i])) {
                attachrid $@partymemberaid[.@i];
                if (#Mission_Count && Mission0 && Hp > 0) {
                    getmapxy(.@map2$, .@x2, .@y2, UNITTYPE_PC);
                    if ((.@map1$ == .@map2$ || .Party == 1) && (distance(.@x1,.@y1,.@x2,.@y2) <= 30 || .Party < 3)) {
                        for(set .@j,0; .@j<.Quests; set .@j,.@j+1) {
                            if (strmobinfo(1,.@mob) == strmobinfo(1,getd("Mission"+.@j))) {
                                if (getd("Mission"+.@j+"_") < #Mission_Count) {
                                    dispbottom "[Hunting Mission] Killed "+(set(getd("Mission"+.@j+"_"),getd("Mission"+.@j+"_")+1))+" of "+#Mission_Count+" "+strmobinfo(1,.@mob)+".";
                                    break;
                                }
                            }
                        }
                    }
                }
            }
        }
    }
    end;

OnInit:
    set .Delay,12;        // Quest delay, in hours (0 to disable).
    set .Quests,4;        // Number of subquests per mission (increases rewards).
    set .Party,3;        // Party options: 0 (exclude party kills), 1 (include party kills), 2 (same map only), 3 (screen area only)
    set .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;
    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;
    set .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(set .@i,0; .@i<getarraysize(.Shop); set .@i,.@i+2)
        npcshopadditem "mission_shop", .Shop[.@i], .Shop[.@i+1];
    end;
}
-    shop    mission_shop    FAKE_NPC,512:-1

Edited by leonardofan

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