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canditw

Hunting Mission Script issue

Question

So I've tried using this script but I'm getting this error

 

 

script error in file 'npc/custom/dailyquest.txt' line 288 column 32
    parse_line: need ';'
 

I dont see where I can put the ; into the script

 

Thanks in advance

//===== 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	951,{
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 e_omg;
		next;
		callsub Mission_Info;
		emotion e_go;
		#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 " + callfunc("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 e_hmm;
					#Mission_Count = 0;
				}
				@hm_char_del_check = 1;
			}
			close;
		}
		if (#Mission_Delay > gettimetick(2) && .Delay) {
			mes "I'm afraid you'll have to wait " + callfunc("Time2Str",#Mission_Delay) + " 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 (.@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 " + callfunc("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 e_sry;
					close;
				}
				Zeny -= .Reset;
				emotion e_cash;
			}
			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 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` 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 e_hmm;
		close;
	}
	end;

Mission_Status:
	@f = 0;
	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" + callfunc("F_InsertComma",.@Base_Exp) + "^000000";
	mes " > Job Experience: ^0055FF" + callfunc("F_InsertComma",.@Job_Exp) + "^000000";
	mes " > Zeny: ^0055FF" + callfunc("F_InsertComma",.@Zeny) + "^000000";
	if (@f) {
		@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;
	#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 = 1;
		return "^FF0000";
	} else
		return "^00FF00";
}

OnBuyItem:
	@cost = 0;
	for (.@i = 0; .@i < getarraysize(@bought_nameid); .@i++)
		for (.@j = 0; .@j < getarraysize(.Shop); .@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 (.@i = 0; .@i < getarraysize(@bought_nameid); .@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 e_cash;
	}
	@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 (.@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,UNITTYPE_PC);
		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, getvar(HP, $@partymembercid[.@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 (.@j = 0; .@j < .Quests; .@j++) {
							if (strmobinfo(1,.@mob) == strmobinfo(1,getvar(getd("Mission"+.@j), $@partymembercid[.@i]))) {
								if (getvar(getd("Mission"+.@j+"_"), $@partymembercid[.@i]) < .@Mission_Count) {
									dispbottom "[Hunting Mission] Killed " + (set(getvar(getd("Mission" + .@j + "_"), $@partymembercid[.@i]), getvar(getd("Mission" + .@j + "_") + 1, $@partymembercid[.@i]))) +
									           " of " + .@Mission_Count + " " + strmobinfo(1,.@mob) + ".";
									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

 

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7 answers to this question

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Try changing this

set .@Mission_Count, getvar(#Mission_Count, $@partymembercid[.@i]);

 

.@Mission_Count = getvar(#Mission_Count, $@partymembercid[.@i]);


That's just a fix on a deprecated command, not sure if it will load correctly though. Tell me the output of the script

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Try changing this

set .@Mission_Count, getvar(#Mission_Count, $@partymembercid[.@i]);

 

.@Mission_Count = getvar(#Mission_Count, $@partymembercid[.@i]);


That's just a fix on a deprecated command, not sure if it will load correctly though. Tell me the output of the script


Tried it and I'm getting 
 

 parse_line: expect command, missing function name or calling undeclared function
 

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Oh I guess we do not have getvar. I think it might be "getvarofvariablenpc"
 

	
		
			
				*getvariableofnpc(<variable>,"<npc name>")
				Returns a reference to a NPC variable (. prefix) from the target NPC.
				This can only be used to get . variables.
				Examples:
				//This will return the value of .var, note that this can't be used, since
				//the value isn't caught.
				    getvariableofnpc(.var,"TargetNPC");
		
				//This will set the .v variable to the value of the TargetNPC's .var
				//variable.

				    .v = getvariableofnpc(.var,"TargetNPC");
		

				//This will set the .var variable of TargetNPC to 1.
				    set getvariableofnpc(.var,"TargetNPC"), 1;

				Note: even though function objects can have .variables, getvariableofnpc
				will not work on them.
				


What I would do, is change ALL of the functions called "getvar" with "getvarofvariablenpc" that should fix your issue.

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Oh I guess we do not have getvar. I think it might be "getvarofvariablenpc"

 

What I would do, is change ALL of the functions called "getvar" with "getvarofvariablenpc" that should fix your issue.

 

Yes, it worked with changing 'getvar' to 'getvariableofnpc'. Thanks for that, now its not showing that previous error but something new came up

 

 

script error in file 'npc/custom/dailyquest.txt' line 321 column 11
    parse_simpleexpr: unmatched ')'

*  321:                 (checkre(0))?"mob_db_re":"mob_db";
        ~~~~~~~~~~~~~~~~~~~~~~~~^

So I'm guessing checkre is at fault here?

Edited by canditw

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Hercules *had* checkre command, now it's just replaced with RENEWAL constant.

 

So this

(checkre(0))?

becomes this

(RENEWAL)?

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