viewing paste topic/11015- rebirth+stats_0.2.txt | Athena

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/*
CREATE TABLE IF NOT EXISTS `rebirth_system` (
  `char_id` int(11) NOT NULL default '0',
  `name` varchar(24) NOT NULL DEFAULT 'NULL',
  `rebirth_no` mediumint(6) NOT NULL default '0',
  `master_rebirth` mediumint(6)  NOT NULL default '0',
  PRIMARY KEY  (`char_id`)
) ENGINE=MyISAM;
 
---------------------------------------------------------
--          By Dastgir                              -----
--          Version 1.4                             -----
---------------------------------------------------------
*/
prontera,155,180,5  script  Rebirth System  4_M_LGTGRAND,{
function deleteItem;        // Deletes Required Items
function CheckItemNeed;     // Shows the Required Items
function getItemReward;     // Gives the Reward
 
    mes "^11E6D0[Rebirth System]^000000";
    mes strcharinfo(0)+", How may I help you?";
    switch( select( "^777777~ Ranking:~ Rebirth:~ Information:~ Cancel"+((getgmlevel()>=.GMLevel)?":~ Reset Ranking":"")+"^000000" ) ) {
        case 1:
            next;
            mes "^11E6D0[Rebirth System]^000000";
            mes "Rankings:";
            query_sql "SELECT `name`,`rebirth_no`,`master_rebirth` FROM `rebirth_system` ORDER BY `master_rebirth` DESC, `rebirth_no` DESC LIMIT "+.list,@name$,@rebirth_no,@master_rebirth;
            if(getarraysize(@name$)==0){mes "^F20808 No Records Found ^000000"; close;}
            mes "Format:";
            mes "^0814F2[Character Name]^000000 - ^B308F2[Rebirths]^000000 - ^B303F2[Master_Rebirth]^000000";
            for (.@i=0; .@i < getarraysize(@name$); .@i++){
                mes (.@i+1) +".) ^0814F2["+ @name$[.@i] +"]^000000 - ^B308F2["+ @rebirth_no[.@i] +"]^000000 - ^B303F2["+ @master_rebirth[.@i] +"]^000000";
            }
            deletearray @name$[0],.list; deletearray @rebirth_no[0],.list; deletearray @master_rebirth[0],.list;
            close;
        case 2:
            next;
            mes "^11E6D0[Rebirth System]^000000";
            if (.MasterRebirth>0 && rebirth_no >= .MasterRebirth){
                mes "You can Do Master Rebirth too.";
                mes "Master rebirth allows you to earn some more powerful items.";
                mes "On doing Master Rebirth, you will lose "+ .MasterRebirth +" Rebirths";
                if (.MaxRebirth[1]){ mes "You can do "+ .MaxRebirth[1] +" Master Rebirths Only"; }
                @rebirth_type = select("Do Standard Rebirth:Do Master Rebirth");
                next;
                mes "^11E6D0[Rebirth System]^000000";
            }else{
                @rebirth_type = 1;
            }
            if ((@rebirth_type==1 && .MaxRebirth[0] > 0 && rebirth_no >= .MaxRebirth[0]) || (@rebirth_type==2 && .MaxRebirth[1] > 0 && master_rebirth >= .MaxRebirth[1]) ){
                mes "You have Reached the Maximum Number of "+ ( (@rebirth_type==2)?"Master":"" ) +" Rebirths("+ ( (@rebirth_type==2)?master_rebirth:rebirth_no ) +")";
                close;
            }
            .@eac = eaclass();
            .@can_rebirth = false;
            for (.@i=0; .@i<getarraysize(.add_jobs); .@i++){
                if (Class==.add_jobs[.@i]){
                    .@can_rebirth = true;
                    break;
                }
            }
            if (!.@can_rebirth){
                .@can_rebirth = true;
                setarray .@jobcheck[0],EAJL_2,EAJL_2_1,EAJL_2_2,EAJL_UPPER,EAJL_BABY,EAJL_THIRD;
                for (.@i = 0; .@i < getarraysize(.@jobcheck); .@i++)
                    if ((.job_rebirth&.@jobcheck[.@i])){
                        if (!(.@eac&.@jobcheck[.@i])){
                            if ((.@i == 1 || .@i == 2) && .@pass == true)
                                continue;
                            .@can_rebirth = false;
                            break;
                        }
                        if (.@i == 0)
                            .@pass = true;
                    }
                        
            }
            if( NextJobExp || NextBaseExp ) {
                mes "You must be Max BaselLevel/Joblevel to Rebirth.";
                close;
            }else if( !.@can_rebirth ){
                if (.job_rebirth&EAJL_BABY)
                    .@job$ = "Baby ";
                if (.job_rebirth&EAJL_THIRD)
                    .@job$ = .@job$+"Third";
                else if (.job_rebirth&EAJL_2_1 || .job_rebirth&EAJL_2_2)
                    .@job$ = .@job$+"Second";
                else if (.job_rebirth&EAJL_UPPER)
                    .@job$ = .@job$+"1-1";
                mes "You need to be "+ ((.job_rebirth&EAJL_UPPER)?"Trans":"") +" "+ .@job$ +" Job";
                close;
            }
 
            mes "Items need :";
            CheckItemNeed(@rebirth_type);
            next;
            mes "^11E6D0[Rebirth System]^000000";
            deleteItem(@rebirth_type);
            break;
        case 3:
            next;
            mes "^11E6D0[Rebirth System]^000000";
            switch(.reset_opt){
                case 1:
                case 2:
                    mes "Your BaseLevel,JobLevel"+ ((.reset_opt==1)?",Skills,StatPoints And Status":" And SkillPoints") +" will be Reset.";
                    break;
                case 3: 
                case 4:             
                    mes "You will be Changed to "+ ((.reset_opt==3)?"Base":"Job") +"Level 1 with JobLevel and Skills/Status Unaffected";
                    break;
            }
            if (.job_rebirth&EAJL_BABY)
                .@job$ = "Baby ";
            if (.job_rebirth&EAJL_THIRD)
                .@job$ = .@job$+"Third";
            else if (.job_rebirth&EAJL_2_1 || .job_rebirth&EAJL_2_2)
                .@job$ = .@job$+"Second";
            else if (.job_rebirth&EAJL_UPPER)
                .@job$ = .@job$+"1-1";
            mes "You Should be "+ ((.job_rebirth&EAJL_UPPER)?"Trans":"") +" "+ .@job$ +" Job to be able to Rebirth.";
            if (.job_rebirth&EAJL_UPPER)
                .@trans = 1;
            if (.StatusN){ mes "You Get "+ .StatusN +" Extra Status point for every Rebirth"; }
            if (.ResetJob==2 || (.ResetJob==1 && !.@trans) || .@can_rebirth){ mes "You will become Novice Upon rebirth"; }
            else if ((.ResetJob==1 && .@trans) || (.ResetJob==3)){ mes "You will become High Novice Upon rebirth"; }
            else{ mes "Your Job will not change upon rebirth"; }
            next;
            mes "^11E6D0[Rebirth System]^000000";
            mes "For Rebirth, you may need some items.";
            CheckItemNeed(1,1);
            if (.MasterRebirth > 0){
                next;
                mes "^11E6D0[Rebirth System]^000000";
                mes "Upon Reaching "+ .MasterRebirth +" Rebirths, you can do Master Rebirth";
                if (.MaxRebirth[1]){ mes "You can do "+ .MaxRebirth[1] +" Master Rebirths Only"; }
                if (.StatusM){ mes "You Get "+ ((.StatusM)-(.StatusN * .MasterRebirth)) +" Extra Status point than Normal Rebirth for every Master Rebirth"; }
                mes "Master Rebirth Allows you to earn some powerful items.";
                next;
                mes "^11E6D0[Rebirth System]^000000";
                mes "For Master Rebirth, you may need some items.";
                CheckItemNeed(2,1);
            }
            close;
        case 4:
            next;
            mes "^11E6D0[Rebirth System]^000000";
            mes "Bye.";
            close;
        case 5:
            next;
            mes "^11E6D0[Rebirth System]^000000";
            mes "Are you sure you want to reset Ranking?";
            mes "Once done, Action cannot be reverted.";
            if (select("Yes, Reset the Ranking:No, Let me think again.")==2){
                next;
                mes "^11E6D0[Rebirth System]^000000";
                mes "Thank you for using my service.";
                close;
            }
            next;
            query_sql "TRUNCATE TABLE `rebirth_system`";
            query_sql "DELETE FROM `char_reg_num_db` WHERE `key`='rebirth_no' OR `key`='master_rebirth'";
            query_sql "SELECT `account_id` from `char` where `online`=1", .@account_id;
            for (.@i=0; .@i < getarraysize(.@account_id); .@i++){
                if (attachrid(.@account_id[.@i])){
                    if (rebirth_no){ rebirth_no = 0; }
                    if (master_rebirth){ master_rebirth = 0; }
                }
            }
            deletearray .@account_id[0],getarraysize(.@account_id);
            mes "^11E6D0[Rebirth System]^000000";
            mes "Ranker Reset.";
            close;
            
    }
    if (@rebirth_type==1){rebirth_no += 1;}
    else{master_rebirth += 1; rebirth_no = rebirth_no - .MasterRebirth; }
    switch(.ResetJob){
        case 1: 
            if (!Upper){
                jobchange Job_Novice; break;
            }
        case 3: jobchange Job_Novice_High; break;
        case 2: jobchange Job_Novice; break;
        default: break;
    
    }
    resetlvl(.reset_opt);
    if (.reset_ss&1){resetstatus;}
    if (.reset_ss&2){resetskill;}
    query_sql "INSERT INTO `rebirth_system` (`char_id`,`name`,`rebirth_no`,`master_rebirth`) VALUES ("+getcharid(0)+",'"+strcharinfo(0)+"',"+rebirth_no+","+master_rebirth+") ON DUPLICATE KEY UPDATE `rebirth_no`="+rebirth_no+", `master_rebirth`="+master_rebirth+" ";
    getItemReward(@rebirth_type);
    if (.StatusN || .StatusM){
        StatusPoint = StatusPoint + (.StatusM * master_rebirth) + (.StatusN * rebirth_no);
    }
    mes "^11E6D0[Rebirth System]^000000";
    mes "You have taken Rebirth.";
    if (@rebirth_type==1){
        announce "[ Rebirth system ] : "+ strcharinfo(0) +" rebirth for the "+ rebirth_no +" time !", 0;
    }else{
        announce "[ Rebirth system ] : "+ strcharinfo(0) +" has done Master rebirth for "+ master_rebirth +" time !", 0;
    }
    .@total_rebirth = rebirth_no + ( .MasterRebirth * master_rebirth );
    if ( .@total_rebirth >= 5 ) {
        mes "Congratulations for getting extra stats !";
        mes "The next time you equip an equipment, your new bonus will be applied";
    }
    close;
 
function deleteItem {
    for (.@i=0 ; .@i < .size_item; .@i += 3 ){
        if ( !( getarg(0)&(.item_req[.@i+2]) ) ){continue;}
        delitem .item_req[.@i], ( .item_req[ .@i+1 ] );
    }
    return;
}
 
function CheckItemNeed {
    if ( Weight > 20000 ) {
        mes "You must reduce your weight to 2000 to do Rebirth.";
        close;
    }
    .@error = 0;
    for (.@i=0 ; .@i < .size_item; .@i += 3 ){
        if ( !( getarg(0)&(.item_req[.@i+2]) ) ){continue;}
        if ( countitem( .item_req[.@i] ) < .item_req[ .@i+1 ] ) {
            mes "You Require [^ff0000"+countitem( .item_req[.@i] )+" / "+ .item_req[.@i+1] +"^000000] ^112FD9"+getitemname( .item_req[.@i] )+"^000000";
            .@error = 1;
        }else{
            mes "You Require [^00ff00"+countitem( .item_req[.@i] )+" / "+ .item_req[.@i+1] +"^000000] ^112FD9"+getitemname( .item_req[.@i] )+"^000000";
        }
    }
    if (.@error && !getarg(1,0)){close;}
    
    return;
}
 
function getItemReward {
    for (.@i=0 ; .@i < .size_reward; .@i += 4 ){
        if ( !( getarg(0)&( .reward[.@i+3] ) ) ) {continue;}
        if (rand(1,10000) <= .reward[.@i+2]){
            mes "You Got "+.reward[.@i+1]+" "+getitemname(.reward[.@i])+" ";
            getitem .reward[.@i], .reward[ .@i+1 ];
        }
    }
    next;
    return;
}
 
OnPCStatCalcEvent:
    .@total_rebirth = rebirth_no + ( .MasterRebirth * master_rebirth );
    if ( .@total_rebirth >= 5 ) {
        bonus bAtk, .@total_rebirth /5 *5;
        bonus bMatk, .@total_rebirth /5 *5;
    }
    end;
 
OnInit:
    // item required <item ID>, <number> , <1=NormalRebirth,2=MasterRebirth,3=ForBorthRebirths>
    setarray .item_req, 501, 1, 3;
    .size_item = getarraysize( .item_req );
    // rewards <item ID>, <quantity>,<chance(10000=100%)>,<1=NormalRebirth,2=MasterRebirth,3=PriceForBothRebirths>
    // recalculates the chance and gives the next reward if chance is met.
    setarray .reward, 5041100001,
                      7227, 5100002,
                      5025100003,
                      601110,     3;
    .size_reward = getarraysize( .reward ); //Do not Change This
    .list = 10;     //Show Top x in Ranking
    /*
        EAJL_2_1: 2-1 Class
        EAJL_2_2: 2-2 Class
        EAJL_2: All Second Class
        EAJL_UPPER: All Trans Class
        EAJL_BABY: All Baby Class
        EAJL_THIRD: All Third Class
        Full List:
            EAJL_2_1|EAJL_UPPER: Trans 2-1 Class
            EAJL_2_2|EAJL_UPPER: Trans 2-2 Class
            EAJL_2|EAJL_UPPER: Trans Second Class
            
            EAJL_BABY|EAJL_2: All Second Baby Class
            (Same for 2_1/2_2/Upper as mentioned above)
            
            EAJL_THIRD|EAJL_2_1: 3-1 Class
            EAJL_THIRD|EAJL_2_2: 3-2 Class
            
            EAJL_THIRD|EAJL_2_1|EAJL_UPPER: Trans 3-1 Class
            EAJL_THIRD|EAJL_2_2|EAJL_UPPER: Trans 3-2 Class
            EAJL_THIRD|EAJL_2|EAJL_UPPER: Trans 3rd Class
            
            EAJL_THIRD|EAJL_2_1|EAJL_UPPER|EAJL_BABY: Baby Trans 3-1 Class
            ... You can have any Combination of classes ...
            
            
    */
    .job_rebirth = EAJL_THIRD|EAJL_2|EAJL_UPPER;                            
    setarray .add_jobs[0],Job_Gunslinger,               //Additional Jobs, who can rebirth
                          Job_Soul_Linker,
                          Job_Star_Gladiator,
                          Job_Taekwon;
    .reset_opt = 3;                                     //(1=Reset Base and JobLevel to 1(0 skill points and all stats to 1),2=Reset Base and JobLevel to 1(SkillPoint=0, While Skills and stats are not affected),3=Reset BaseLevel to 1, 4=Reset Job Level to 1)
    .reset_ss = 3;                                      //(1=Reset Status, 2=Reset Skills, 3 = Reset Status and Skills).
    setarray .MaxRebirth[0],0,0;                        //Maximum Number of Normal Rebirth/Master Rebirth.(0=Unlimited) 
    .ResetJob = 0;                                      //0=Don't Change Job, Just Reset Level,1=Reset Job to Novice/Novice_High depending upon the job, 2=Force Reset to Novice, 3=Force Reset to Novice_High
    .MasterRebirth = 5;                             //Number of rebirths require to do Master Rebirth. (0 to disable)
    .StatusN = 300;                                     //Status Point to Give at Every Normal Rebirth.
    .StatusM = (.StatusN * .MasterRebirth) + 200;       //Status Point to Give at Every Master Rebirth. (Don't Change initial part)
    .GMLevel = 99;                                      //Minimum GM Level to Reset the Ranking.
    
    query_sql "CREATE TABLE IF NOT EXISTS `rebirth_system` (  `char_id` int(11) NOT NULL default '0',  `name` varchar(24) NOT NULL DEFAULT 'NULL',  `rebirth_no` mediumint(6) NOT NULL default '0',  `master_rebirth` mediumint(6)  NOT NULL default '0',  PRIMARY KEY  (`char_id`)) ENGINE=MyISAM";
    end;
}
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