hunting mission overflow

glemor123

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[Warning]: script:op_2num: overflow detected op=C_MUL i1=65 i2=143376000[Debug]: Source (NPC): Hunting Missions at prontera (139,175)[Warning]: script:op_2num: overflow detected op=C_MUL i1=65 i2=79472000[Debug]: Source (NPC): Hunting Missions at prontera (139,175)
also how to increase the zeny reward here

Code:
//===== Hercules Script ======================================//= Hunting Missions//===== By: ==================================================//= Euphy//===== Current Version: =====================================//= 1.3a//===== 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.//============================================================prontera,139,175,6	script	Hunting Missions	4_F_EDEN_MASTER,{function Chk; function Cm;	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 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.";			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$+"',ID) = 0 ORDER BY rand() LIMIT "+.Quests, .@mob);		for (set .@i,0; .@i<.Quests; set .@i,.@i+1) {			setd "Mission"+.@i, .@mob[.@i];			setd "Mission"+.@i +"_",0;		}		set #Mission_Count, rand(.Count[0],.Count[1]);		callsub Mission_Status;		next;		mes "[Hunting Missions]";		mes "Report back when";		mes "you've finished.";		mes "Good luck!";		close;	case 2:		mes "[Hunting Missions]";		mes "Mission status:";		callsub Mission_Status;		close;	case 3:		mes "[Hunting Missions]";		mes "Do you really want to";		mes "abandon your mission?";		if (.Reset < 0 && .Delay)			mes "Your delay time will not be reset.";		else if (.Reset > 0)			mes "It will cost "+Cm(.Reset)+" Zeny.";		next;		switch(select(" ~ Abandon...: ~ ^777777Cancel^000000")) {		case 1:			if (.Reset > 0) {				if (Zeny < .Reset) {					mes "[Hunting Missions]";					mes "You don't have enough";					mes "Zeny to drop this mission.";					emotion e_sry;					close;				}				set Zeny, Zeny-.Reset;				emotion e_cash;			}			mes "[Hunting Missions]";			mes "Alright, I've dropped";			mes "your current mission.";			specialeffect2 EF_STORMKICK4;			for(set .@i,0; .@i<.Quests; set .@i,.@i+1) {				setd "Mission"+.@i,0;				setd "Mission"+.@i+"_",0;			}			set #Mission_Count,0;			if (.Reset < 0 && .Delay) set #Mission_Delay, gettimetick(2)+(.Delay*3600);			close;		case 2:			mes "[Hunting Missions]";			mes "I knew you were kidding!";			mes "Keep up the good work.";			emotion e_heh;			close;		}	case 4:		callsub Mission_Info;		close;	case 5:		mes "[Hunting Missions]";		mes "You have ^0055FF"+#Mission_Points+"^000000 Mission Points.";		mes "Use them well!";		callshop "mission_shop",1;		npcshopattach "mission_shop";		end;	case 6:		mes "[Hunting Missions]";		mes "The top hunters are:";		query_sql("SELECT char_id AS id, (SELECT `name` FROM `char` WHERE char_id = id),`value` FROM `global_reg_value` WHERE str = 'Mission_Total' ORDER BY CAST(`value` AS SIGNED) DESC LIMIT 5",.@id,.@name$,.@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;	specialeffect2 EF_ANGEL;	specialeffect2 EF_TRUESIGHT;	set #Mission_Points, #Mission_Points+.@Mission_Points;	set BaseExp, BaseExp+.@Base_Exp;	set JobExp, JobExp+.@Job_Exp;	set Zeny, 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 `global_reg_value` (`char_id`,`str`,`value`,`type`,`account_id`) VALUES ("+getcharid(0)+",'Mission_Total','1',3,0)");	else query_sql("UPDATE `global_reg_value` SET `value` = "+Mission_Total+" WHERE char_id = "+getcharid(0)+" AND `str` = '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$; }OnBuyItem:	set @cost,0;	for(set .@i,0; .@i<getarraysize(@bought_nameid); set .@i,.@i+1)		for(set .@j,0; .@j<getarraysize(.Shop); set .@j,.@j+2)			if (@bought_nameid[.@i] == .Shop[.@j]) {				set @cost, @cost+(.Shop[.@j+1]*@bought_quantity[.@i]);				break;			}	mes "[Hunting Missions]";	if (@cost > #Mission_Points) mes "You don't have enough Mission Points.";	else {		for(set .@i,0; .@i<getarraysize(@bought_nameid); set .@i,.@i+1) {			getitem @bought_nameid[.@i], @bought_quantity[.@i];			dispbottom "Purchased "+@bought_quantity[.@i]+"x "+getitemname(@bought_nameid[.@i])+".";		}		set #Mission_Points, #Mission_Points-@cost;		mes "Deal completed.";		emotion e_cash;	}	set @cost,0;	deletearray @bought_nameid[0], getarraysize(@bought_nameid);	deletearray @bought_quantity[0], getarraysize(@bought_quantity);	close;OnNPCKillEvent:	if (!getcharid(1) || !.Party) {		if (!#Mission_Count || !Mission0) end;		for (set .@i, 0; .@i<.Quests; set .@i,.@i+1) {			if (strmobinfo(1,killedrid) == strmobinfo(1,getd("Mission"+.@i))) {				if (getd("Mission"+.@i+"_") < #Mission_Count) {					dispbottom "[Hunting Mission] Killed "+(set(getd("Mission"+.@i+"_"),getd("Mission"+.@i+"_")+1))+" of "+#Mission_Count+" "+strmobinfo(1,killedrid)+".";					end;				}			}		}	} else if (.Party) {		set .@mob, killedrid;		getmapxy(.@map1$,.@x1,.@y1,0);		getpartymember getcharid(1),1;		getpartymember getcharid(1),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,.@y2,0);					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).		13989,60,12244,20;	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	-1,512:-1
 
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//===== Hercules Script ======================================//= Hunting Missions//===== By: ==================================================//= Euphy//===== Current Version: =====================================//= 1.3a//===== 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.//============================================================prontera,140,174,6 script Hunting Missions 4_F_EDEN_MASTER,{function Chk; function Cm; 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 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."; 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$+"',ID) = 0 ORDER BY rand() LIMIT "+.Quests, .@mob); for (set .@i,0; .@i<.Quests; set .@i,.@i+1) { setd "Mission"+.@i, .@mob[.@i]; setd "Mission"+.@i +"_",0; } set #Mission_Count, rand(.Count[0],.Count[1]); callsub Mission_Status; next; mes "[Hunting Missions]"; mes "Report back when"; mes "you've finished."; mes "Good luck!"; close; case 2: mes "[Hunting Missions]"; mes "Mission status:"; callsub Mission_Status; close; case 3: mes "[Hunting Missions]"; mes "Do you really want to"; mes "abandon your mission?"; if (.Reset < 0 && .Delay) mes "Your delay time will not be reset."; else if (.Reset > 0) mes "It will cost "+Cm(.Reset)+" Zeny."; next; switch(select(" ~ Abandon...: ~ ^777777Cancel^000000")) { case 1: if (.Reset > 0) { if (Zeny < .Reset) { mes "[Hunting Missions]"; mes "You don't have enough"; mes "Zeny to drop this mission."; emotion e_sry; close; } set Zeny, Zeny-.Reset; emotion e_cash; } mes "[Hunting Missions]"; mes "Alright, I've dropped"; mes "your current mission."; specialeffect2 EF_STORMKICK4; for(set .@i,0; .@i<.Quests; set .@i,.@i+1) { setd "Mission"+.@i,0; setd "Mission"+.@i+"_",0; } set #Mission_Count,0; if (.Reset < 0 && .Delay) set #Mission_Delay, gettimetick(2)+(.Delay*3600); close; case 2: mes "[Hunting Missions]"; mes "I knew you were kidding!"; mes "Keep up the good work."; emotion e_heh; close; } case 4: callsub Mission_Info; close; case 5: mes "[Hunting Missions]"; mes "You have ^0055FF"+#Mission_Points+"^000000 Mission Points."; mes "Use them well!"; callshop "mission_shop",1; npcshopattach "mission_shop"; end; case 6: mes "[Hunting Missions]"; mes "The top hunters are:"; query_sql("SELECT char_id AS id, (SELECT `name` FROM `char` WHERE char_id = id),`value` FROM `global_reg_value` WHERE str = 'Mission_Total' ORDER BY CAST(`value` AS SIGNED) DESC LIMIT 5",.@id,.@name$,.@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; specialeffect2 EF_ANGEL; specialeffect2 EF_TRUESIGHT; set #Mission_Points, #Mission_Points+.@Mission_Points; set BaseExp, BaseExp+.@Base_Exp; set JobExp, JobExp+.@Job_Exp; set Zeny, 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 `global_reg_value` (`char_id`,`str`,`value`,`type`,`account_id`) VALUES ("+getcharid(0)+",'Mission_Total','1',3,0)"); else query_sql("UPDATE `global_reg_value` SET `value` = "+Mission_Total+" WHERE char_id = "+getcharid(0)+" AND `str` = '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$; }OnBuyItem: set @cost,0; for(set .@i,0; .@i<getarraysize(@bought_nameid); set .@i,.@i+1) for(set .@j,0; .@j<getarraysize(.Shop); set .@j,.@j+2) if (@bought_nameid[.@i] == .Shop[.@j]) { set @cost, @cost+(.Shop[.@j+1]*@bought_quantity[.@i]); break; } mes "[Hunting Missions]"; if (@cost > #Mission_Points) mes "You don't have enough Mission Points."; else { for(set .@i,0; .@i<getarraysize(@bought_nameid); set .@i,.@i+1) { getitem @bought_nameid[.@i], @bought_quantity[.@i]; dispbottom "Purchased "+@bought_quantity[.@i]+"x "+getitemname(@bought_nameid[.@i])+"."; } set #Mission_Points, #Mission_Points-@cost; mes "Deal completed."; emotion e_cash; } set @cost,0; deletearray @bought_nameid[0], getarraysize(@bought_nameid); deletearray @bought_quantity[0], getarraysize(@bought_quantity); close;OnNPCKillEvent: if (!getcharid(1) || !.Party) { if (!#Mission_Count || !Mission0) end; for (set .@i, 0; .@i<.Quests; set .@i,.@i+1) { if (strmobinfo(1,killedrid) == strmobinfo(1,getd("Mission"+.@i))) { if (getd("Mission"+.@i+"_") < #Mission_Count) { dispbottom "[Hunting Mission] Killed "+(set(getd("Mission"+.@i+"_"),getd("Mission"+.@i+"_")+1))+" of "+#Mission_Count+" "+strmobinfo(1,killedrid)+"."; end; } } } } else if (.Party) { set .@mob, killedrid; getmapxy(.@map1$,.@x1,.@y1,0); getpartymember getcharid(1),1; getpartymember getcharid(1),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,.@y2,0); 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). 13989,60,12244,20; 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 -1,512:-1
i found a working script for me

i just want to add feature that if the person tries to buy the item. the item prize will show. like 20 mission points for this

 
mes "[Hunting Missions]"; mes "You have ^0055FF"+#Mission_Points+"^000000 Mission Points."; mes "Use them well!"; callshop "mission_shop",1; npcshopattach "mission_shop"; end;isn't the script already tells you from a npc dialog ?you can just add a dispbottom to display the #Mission_Points value here

 
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