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Hunting Mission Timer

Question

Hi everyone,

 

with the hunting mission of Euphy, can anyone put a timer on this script? Like once the player begin the mission the player will only have 1 hour to complete his/her task. If the player completes the mission within an hour he/she wins the prize however if not they will get another mission to complete within an hour.

 

//===== rAthena Script =======================================
//= Hunting Missions
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.3a
//===== Compatible With: =====================================
//= rAthena SVN
//===== 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,152,187,6	script	Hunting Missions	951,{
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 "[Mission Contracts]";
        mes "Report back when";
        mes "you've finished.";
        mes "Good luck!";
        close;
    case 2:
        mes "[Mission Contracts]";
        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 "[Mission Prizes]";
    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,0;        // 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	-1,512:-1

Please help ..  

 

Thanks

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6 answers to this question

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I don't know how this script works, but some ideas you could try:

 

- Look into npc timers.

- Look into how the Endless Tower timer work, that could be helpful.

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 I don't know how this script works, but some ideas you could try:

 

- Look into npc timers.

- Look into how the Endless Tower timer work, that could be helpful.

 

Not a timer on top of NPC head. 

 

It should be a time within the NPC to complete the given mission to a player. But thanks for that information though.

 

Anyone has an idea on how to do it?

 

Help please

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ooh I just found this. You can use the gettimetick function. This is how I use it in one of my scripts.

How it works if you pay it 2m zeny (just remove this and anything else you don't want, this is just an example), it will announce the message for you.

set $DelayTime,gettimetick(2) + ( 30 * 60 ); is where you set your timer (30 * 60 seconds, AKA 30 minutes).

I think it works on a global local account basis?

 

I'm sure you can make use of this even if its not good in this form.

dunno.

            if( $DelayTime <= gettimetick(2)) {
                mes .@name$;
                mes "For just ^FF00002,000,000^000000^000000z I can send a challenge out to other players on the server.";
                next;
                switch(select("^777777No Thanks^000000:Send out the challenge!")) {
                    case 1:
                        next;
                        goto L_OneSelect;
                    break;
                    
                    case 2:
                        if(Zeny >= 2000000) {
                            set $DelayTime,gettimetick(2) + ( 30 * 60 );
                            Zeny -= 2000000;
                            next;
                            announce " " + strcharinfo(0) + " is looking for a challenger in Duel Room " + .map$ + ".",bc_all,0xD45611;
                            close;
                        }
                        else {
                            mes .@name$;
                            mes "You don't have enough zeny!";
                            close;
                        }
                    break;
                }
                close;
            }
            else if ( $DelayTime > gettimetick(2) ){
                    set $last, $DelayTime - gettimetick(2);
                    set $min,  $last % (24*60*60) % (60*60) / (60);
                    set $sec,  $last % (24*60*60) % (60*60) % (60);
                    mes .@name$;
                    mes "You recently sent out a challenge.";
                    mes "Please wait "+$min+" minutes, "+$sec+" seconds before issuing another.";
                    close;
                }
Edited by True Zeal

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