viewing paste Mission Board v0.2 | Athena

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//==============================
//Hunting/Gathering Mission boards
//by Derceto \o
//==============================
//TODO: "Back" button on more menu
//TODO: Optimize arrays in ChDelMission
 
//=============================================================
//==================== Character variables ====================
//=============================================================
//MD_Mission_SlotXX     ~ 0 if mission is not taken; 1 if taken
//MD_ID_SlotXX          ~ Mission ID in slot
//MD_MonsterCount_SlotXX    ~ Target monster count
//=============================================================
//==================== Global variables =======================
//=============================================================
//$MD_Name$[MissionID]      ~ Mission name
//$MD_Desc$[MissionID]      ~ Mission description
//$MD_bExp[MissionID]       ~ Mission Base Experience reward
//$MD_jExp[MissionID]       ~ Mission Job Experience reward
//$MD_Monster[MissionID]    ~ Mission (Hunting) target monster ID
//$MD_MonsterCount[MissionID]   ~ Mission (Hunting) target monster count
//$MD_Item[MissionID]       ~ Mission (Gathering) target item ID
//$MD_ItemCount[MissionID]  ~ Mission (Gathering) target item count
//$MD_Reward[MissionID]     ~ Mission reward item ID
//$MD_RewardCount[MissionID]    ~ Mission reward item count
//$MD_MaxLevel[MissionID]   ~ Maximal allowed level to accept said mission 
//$MD_MinLevel[MissionID]   ~ Minimal allowed level to accept said mission
//$MD_Enabled[MissionID]    ~ Set to 0 if mission shouldn't be accessible
//$MD_OnPage            ~ Number of missions on page
//$MD_NPCcount          ~ Number of board NPCs (for splitting)
//$MD_Slots         ~ Maximum number of allowed slots
//$MD_GM            ~ Minimal GM level to operate mission board
//$MD_LevelLimit        ~ Maximal level limit of mission board
//=============================================================
 
 
// F_GetMission [Slot] [Mission ID]
// Slot: slot for mission
function    script  F_GetMission    {
    setd "MD_Mission_Slot"+getarg(0), 1;
    setd "MD_ID_Slot"+getarg(0), getarg(1);
    setd "MD_MonsterCount_Slot"+getarg(0), 0;
    return;
}
 
//============================================================
 
// F_CompleteMission [Slot]
// Returns 1 if mission isn't completed yet; 
// Otherwise rewards player with his rewards and returns 0
// Returns 2 if player cannot carry stuff, skips mission completion
 
function    script  F_CompleteMission   {
    set .@mission, getd("MD_ID_Slot"+getarg(0));
    if ($MD_Monster[.@mission]) {
        if (getd("MD_MonsterCount_Slot"+getarg(0)) < $MD_MonsterCount[.@mission])
            return 1;
    }
    if ($MD_Item[.@mission]) {
        if (countitem($MD_Item[.@mission]) < $MD_ItemCount[.@mission])
            return 1;
    }
    if ($MD_Reward[.@mission]) {
        if (!checkweight($MD_Reward[.@mission],$MD_RewardCount[.@mission])) {
            return 2;
        }
    }
    if ($MD_Item[.@mission])&&($MD_ItemCount[.@mission]) { delitem $MD_Item[.@mission], $MD_ItemCount[.@mission]; }
    getexp $MD_bExp[.@mission], $MD_jExp[.@mission];
    getitem $MD_Reward[.@mission], $MD_RewardCount[.@mission];
    callfunc "F_DropMission", getarg(0);
    return 0; 
}
 
//============================================================
 
//F_MissionTaken [Mission ID]
//Returns 1 if user has taken on this mission
//Returns 0 if not
function    script  F_MissionTaken  {
    for (set .@i, 0; .@i < $MD_Slots; set .@i, .@i+1) {
        if (getd("MD_ID_Slot"+.@i) == getarg(0))&&(getd("MD_Mission_Slot"+.@i)) {
            return 1;
        }
    }
    return 0;
}
 
//============================================================
 
// F_DropMission [Slot]
// Deletes a mission from [Slot]
function    script  F_DropMission   {
    setd "MD_Mission_Slot"+getarg(0), 0;
    setd "MD_ID_Slot"+getarg(0), 0;
    setd "MD_MonsterCount_Slot"+getarg(0), 0;
    return;
}
 
//============================================================
 
// F_FreeMissionSlot
// Returns free mission slot if there is, or -1 if there is none
function    script  F_FreeMissionSlot   {
    for (set .@i, 0; .@i<$MD_Slots; set .@i, .@i + 1) {
        if (!getd("MD_Mission_Slot"+.@i)) {
            return .@i;
        }
    }
    return -1;
}
 
//============================================================
 
// F_ShowMission [Slot]
// Shows mission progress on [Slot].
function    script  F_ShowMission   {
    set .@slot, getarg(0);
    set .@mission, getd("MD_ID_Slot"+.@slot);
    mes "Mission name: ";
    mes "^0000F0"+$MD_Name$[.@mission]+"^000000";
//================== Monster hunt progress ==================
    if ($MD_Monster[.@mission])&&($MD_MonsterCount[.@mission]) {
        set .@monstercount, getd("MD_MonsterCount_Slot"+.@slot);
        mes "Target monster: "+getmonsterinfo($MD_Monster[.@mission],0);
        if (.@monstercount < $MD_MonsterCount[.@mission]) {
            mes "Hunted: ^F00000"+.@monstercount+"^000000/"+$MD_MonsterCount[.@mission];
        }
        else mes "Hunted: ^0000F0"+.@monstercount+"^000000/"+$MD_MonsterCount[.@mission];
        set .@line$,"[^008000";
        set .@maxline, 20// Actual length of that bar
        set .@linelen, ((.@maxline*.@monstercount) / $MD_MonsterCount[.@mission]);  // Visualisation of progress
        for (set .@i, 1; .@i <= .@linelen; set .@i, .@i + 1) {
            set .@line$, .@line$+"=";
        }
        set .@line$, .@line$+"^F00000";
        for (set .@i, 1; .@i <= .@maxline - .@linelen; set .@i, .@i+1) {
            set .@line$, .@line$+"+";
        }
        set .@line$, .@line$+"^000000] "+((100*.@monstercount)/$MD_MonsterCount[.@mission])+"%";
        mes .@line$;    // Finally the line appears
    }
//================== Item gathering progress ==================
    if ($MD_Item[.@mission])&&($MD_ItemCount[.@mission]) {
        set .@itemcount, countitem($MD_Item[.@mission]);
        if (.@itemcount > $MD_ItemCount[.@mission]) {
            set .@itemcount, $MD_ItemCount[.@mission];
        }
        mes "Required item: "+getitemname($MD_Item[.@mission]);
        if (.@itemcount < $MD_ItemCount[.@mission]) {
            mes "Gathered: ^F00000"+.@itemcount+"^000000/"+$MD_ItemCount[.@mission];
        }
        else mes "Gathered: ^0000F0"+.@itemcount+"^000000/"+$MD_ItemCount[.@mission];
        set .@line$,"[^008000";
        set .@maxline, 20// Actual length of that second bar
        set .@linelen, ((.@maxline*.@itemcount) / $MD_ItemCount[.@mission]);    // Visualisation of progress again
        for (set .@i, 1; .@i <= .@linelen; set .@i, .@i + 1) {
            set .@line$, .@line$+"=";
        }
        set .@line$, .@line$+"^F00000";
        for (set .@i, 1; .@i <= .@maxline - .@linelen; set .@i, .@i+1) {
            set .@line$, .@line$+"+";
        }
        set .@line$, .@line$+"^000000] "+((100*.@itemcount)/$MD_ItemCount[.@mission])+"%";
        mes .@line$;    // Finally the line appears again
    }
//================== Reward info ==================
    if ($MD_bExp[.@mission])||($MD_jExp[.@mission]) {
        mes "Reward exp (^F00000base^000000/^008000job^000000):";
        mes "^F00000"+$MD_bExp[.@mission]+"^000000/^008000"+$MD_jExp[.@mission]+"^000000";
    }
    if ($MD_Reward[.@mission])&&($MD_RewardCount[.@mission]) {
        mes "Item reward: "+$MD_RewardCount[.@mission]+"x ^0000F0"+getitemname($MD_Reward[.@mission]);
    }
    return;
}   
 
//==============================
 
// F_DisplayMissionInfo [Mission ID]
// Displays info on a mission by mission ID
function    script  F_DisplayMissionInfo    {
    set .@mission, getarg(0);
    mes "Mission name: ";
    mes "^0000F0"+$MD_Name$[.@mission]+"^000000";
    mes "Description:";
    if ($MD_Desc$[.@mission] != "") {
        mes "^F00000"+$MD_Desc$[.@mission]+"^000000";
    }
    else {
        mes "^F00000[No description]^000000";
    }
    mes "Level limitation: "+$MD_MinLevel[.@mission]+"-"+$MD_MaxLevel[.@mission];
    if ($MD_Monster[.@mission])&&($MD_MonsterCount[.@mission]) {
        mes "Target monster: "+getmonsterinfo($MD_Monster[.@mission],0);
        mes "Monsters to hunt: "+$MD_MonsterCount[.@mission];
    }
    if ($MD_Item[.@mission])&&($MD_ItemCount[.@mission]) {
        mes "Required item: "+getitemname($MD_Item[.@mission]);
        mes "Items to gather: "+$MD_ItemCount[.@mission];
    }
    if ($MD_bExp[.@mission])||($MD_jExp[.@mission]) {
        mes "Reward exp (^F00000base^000000/^008000job^000000):";
        mes "^F00000"+$MD_bExp[.@mission]+"^000000/^008000"+$MD_jExp[.@mission]+"^000000";
    }
    if ($MD_Reward[.@mission])&&($MD_RewardCount[.@mission]) {
        mes "Item reward: ";
        mes $MD_RewardCount[.@mission]+"x ^0000F0"+getitemname($MD_Reward[.@mission])+"^000000";
    }
    if ($MD_Enabled[.@mission]) {
        mes "The mission is now ^009000enabled^000000.";
    } else {
        mes "The mission is now ^F00000disabled^000000.";
    }
    return;
}
 
//============================================================
 
// F_ClearArrays
// Deletes all missions
function    script  F_ClearArrays   {
    mes .@n$;
    deletearray $MD_Name$;
    deletearray $MD_Desc$;
    deletearray $MD_bExp;
    deletearray $MD_jExp;
    deletearray $MD_Monster;
    deletearray $MD_MonsterCount;
    deletearray $MD_Item;
    deletearray $MD_ItemCount;
    deletearray $MD_Reward;
    deletearray $MD_RewardCount;
    deletearray $MD_MaxLevel;
    deletearray $MD_MinLevel;
    deletearray $MD_Enabled;
    mes "Deleted.";
    next;
    mes .@n$;
    mes "Do you want to set them to defaults?";
    next;
    if (select("No:Yes")==2) {
        set $MD_MissionsChanged, 0;
        donpcevent "MissionData::OnInit";
    }
    return;
}
 
//============================================================
 
// F_DeleteMission [Mission ID]
// Deletes a mission
function    script  F_DeleteMission {
    set .@mission,getarg(0);
    set $MD_Name$[.@mission],"";
    set $MD_Desc$[.@mission],"";
    set $MD_bExp[.@mission],0;
    set $MD_jExp[.@mission],0;
    set $MD_Monster[.@mission],0;
    set $MD_MonsterCount[.@mission],0;
    set $MD_Item[.@mission],0;
    set $MD_ItemCount[.@mission],0;
    set $MD_Reward[.@mission],0;
    set $MD_RewardCount[.@mission],0;
    set $MD_MaxLevel[.@mission],1;
    set $MD_MinLevel[.@mission],0;
    set $MD_Enabled[.@mission],0;
    return;
}
//============================================================
 
// F_CompressArrays
// Compresses mission arrays after deletion
function    script  F_CompressArrays    {
    set .@size, getarraysize($MD_Name$);
    for (set .@i, 0; .@i<.@size; set .@i, .@i+1) {
        set .@size, getarraysize($MD_Name$);
        if ($MD_Name$[.@i]=="") {
            for (set .@j,.@i; .@j < .@size-1; set .@j, .@j+1) {
                set $MD_Name$[.@j], $MD_Name$[.@j+1];
                set $MD_Desc$[.@j], $MD_Desc$[.@j+1];
                set $MD_bExp[.@j], $MD_bExp[.@j+1];     
                set $MD_jExp[.@j], $MD_jExp[.@j+1];
                set $MD_Monster[.@j], $MD_Monster[.@j+1];
                set $MD_MonsterCount[.@j], $MD_MonsterCount[.@j+1];
                set $MD_Item[.@j], $MD_Item[.@j+1];
                set $MD_ItemCount[.@j], $MD_ItemCount[.@j+1];
                set $MD_Reward[.@j], $MD_Reward[.@j+1];
                set $MD_RewardCount[.@j], $MD_RewardCount[.@j+1];
                set $MD_MaxLevel[.@j], $MD_MaxLevel[.@j+1];
                set $MD_MinLevel[.@j], $MD_MinLevel[.@j+1];
                set $MD_Enabled[.@j], $MD_Enabled[.@j+1];
            }
                set $MD_Name$[.@j], "";
                set $MD_Desc$[.@j], "";
                set $MD_bExp[.@j], 0;       
                set $MD_jExp[.@j], 0;
                set $MD_Monster[.@j], 0;
                set $MD_MonsterCount[.@j], 0;
                set $MD_Item[.@j], 0;
                set $MD_ItemCount[.@j], 0;
                set $MD_Reward[.@j], 0;
                set $MD_RewardCount[.@j], 0;
                set $MD_MaxLevel[.@j], 0;
                set $MD_MinLevel[.@j], 0;
                set $MD_Enabled[.@j], 0;
        }
    }
    return;
}
 
//============================================================
 
 
-   script  MissionData -1,{
OnInit:
    if (!$MD_MissionsChanged) {
        setarray $MD_Name$[0]"Hunting Porings",      // Mission 1
                    "Hunting Fabres",       // Mission 2
                    "Collecting Jellopies",     // Mission 3
                    "Porings Extermination";    // Mission 4
        setarray $MD_Desc$[0]"You have to hunt down 10 Porings or world will crash!",            // Mission 1
                    "You have to hunt down 10 Fabres! Hurry!",                  // Mission 2
                    "How can you live without jellopies? Get 10 of them, now!",         // Mission 3
                    "Time has come to exterminate porings! Kill 10 of them and get 10 jellopies!"// Mission 4
        setarray $MD_bExp[0],   1000,
                    2000,
                    3000,
                    4000;
        setarray $MD_jExp[0],   1001,
                    2001,
                    3001,
                    4001;
        setarray $MD_Reward[0], 909,
                    909,
                    909,
                    909;
        setarray $MD_RewardCount[0],    11,
                        12,
                        13, 
                        14;
        setarray $MD_MaxLevel[0],   150,
                        150,
                        150,
                        150;
        setarray $MD_MinLevel[0],   0,
                        0,
                        0,
                        0;                      
        setarray $MD_Monster[0],1002,
                    1007,
                    0,
                    1002;
        setarray $MD_MonsterCount[0],   10,
                        10,
                        0,
                        10;
        setarray $MD_Item[0],   0,
                    0,
                    909,
                    909;
        setarray $MD_ItemCount[0]0,
                        0,
                        10,
                        10;
        setarray $MD_Enabled[0],1
                    1,
                    1,
                    1;
    }   
    set $MD_OnPage, 5;
    set $MD_Slots, 5;
    set $MD_GM, 60;
    set $MD_LevelLimit, 150;
}
 
//==================== Hunting trigger ====================
-   script  MD_HuntingTrigger   -1,{
OnNPCKillEvent:
    for (set .@i, 0; .@i < $MD_Slots; set .@i, .@i + 1) {
        if (getd("MD_Mission_Slot"+.@i)) {
            set .@mission, getd("MD_ID_Slot"+.@i);
            if (killedrid == $MD_Monster[.@mission]) {
                set .@m, getd("MD_MonsterCount_Slot"+.@i);
                if (.@m < $MD_MonsterCount[.@mission]) {
                    setd "MD_MonsterCount_Slot"+.@i,.@m+1;
                    announce "["+$MD_Name$[.@mission]+"] "+getmonsterinfo($MD_Monster[.@mission],0)+" hunted: "+(.@m+1)+"/"+$MD_MonsterCount[.@mission],bc_self,0xF000A0;
                    break;
                }
            }
        }
    }
}
 
//==================== Mission Board Function ====================
 
//MD_MissionBoard(NPC Name$, BoardType{, LevelMin, LevelMax, NPC count, NPC Number})
//
//NPC Name$ Name displayed when talking
//BoardType 0: AllMissions
//      1: Level Limited [Type 1]
//      2: Level Limited [Type 2]
//      3: Level Limited [Type 3]
//      4: Level Limited [Type 1] and divided between number of npc-s
//      5: Level Limited [Type 2] and divided between number of npc-s   
//      6: Level Limited [Type 3] and divided between number of npc-s   
//      7: Equally Divided (same as type 4,5,6 with Level limit 1-150)
//      8: Adjusted to player (displays missions player can take at his current level)
//
//LevelMin  Minimal mission level to be displayed (boardtype 1,2,3,4,5,6)
//LevelMax  Maximal mission level to be displayed (boardtype 1,2,3,4,5,6)
//
//~~ Level Limited Type 1:  Displays missions which have range fully in specified level range 
//              [That missions can ONLY be taken by users within NPC level range]
//
//~~ Level Limited Type 2:  Displays missions which have range intersecting with the specified
//              [That missions can possibly be taken by users within NPC level range]
//
//~~ Level Limited Type 3:  Displays missions which contain specified level range in their level restrictions
//              [That missions can FOR SURE be taken by users within NPC level range]
//
//  Example table, for NPC-s with "LevelMin = 50" and "LevelMax = 100"
//  
//  MissionLevelLimit   Type1       Type2       Type3
//  10-55           [NO]        [YES]       [NO]
//  55-100          [YES]       [YES]       [NO]    
//  40-120          [NO]        [YES]       [YES]
//  10-20           [NO]        [NO]        [NO]
//  50-100          [YES]       [YES]       [YES]
//
//
//NPC count Number of NPCs to divide missions between (type 4,5,6,7)
//NPC number    Number of the mission portion that is to be displayed, out of NPC count portions (type 4,5,6,7)
 
 
function    script  MD_MissionBoard {
    set .@n$, getarg(0);
    set .@size, getarraysize($MD_Name$);
    set .@type, getarg(1);
//=============== Type parse ===============
 
//=============== Level limited types
    if (.@type > 0)&&(.@type < 7) {
        set .@LevelLimitMin, getarg(2);
        set .@LevelLimitMax, getarg(3);
        //=============== Level limited divided types
        if (.@type > 3) {
            set .@NPCcount, getarg(4);
            set .@NPCnumber, getarg(5);
            if (!.@NPCcount) {  // NPC count = 0 [dividing by zero] exception
                mes "Invalid number of arguments/data for Missionboard function. Report to Game Master with screenshots.";
                close;
            }
        }
    }
//=============== Divided type
    if (.@type == 7) {
        set .@NPCcount, getarg(2);
        set .@NPCnumber, getarg(3);
        if (!.@NPCcount) {  // NPC count = 0 [dividing by zero] exception
                mes "Invalid number of arguments/data for Missionboard function. Report to Game Master with screenshots.";
                close;
        }
    }
 
//=============== Other checks
    if ((!.@size)||($MD_disabled))&&(getgmlevel()<$MD_GM) {
        mes .@n$;
        mes "I'm sorry, but I have no missions available for you today.";
        close;
    }
    if (!$MD_OnPage) {
        mes .@n$;
        mes "Missionboard page setting is corrupt. Report to Game Master with screenshots.";
        close;
    }
 
L_MainMenu:
    mes .@n$;
    mes "What would you like to do?";
    next;
    if (getgmlevel()<$MD_GM) {
    menu    "Get mission",L_GetMission,
        "Submit mission",L_SubmitMission,
        "See my missions",L_SeeMissions,
        "Drop mission",L_DropMission,
        "Nothing",L_Quit;
    }
    else {
    set .@chmission, 0;
    menu    "Get mission",L_GetMission,
        "Submit mission",L_SubmitMission,
        "See my missions",L_SeeMissions,
        "Drop mission",L_DropMission,
        "Disable/Enable npc",L_EnableTrigger,
        "Create mission",L_CreateMission,
        "Change mission",L_ChangeMission,
        "Delete mission",L_ChDelMission,
        "Remove all missions",L_ClearArrays,
        "Nothing",L_Quit;
    }
 
 
L_GetMission:
    set .@slot, callfunc("F_FreeMissionSlot");
    set .@size, getarraysize($MD_Name$);
    next;
    if (.@slot == -1) {
        mes .@n$;
        mes "I'm sorry but you don't have free slots to get another mission. Please free some by deleting or submitting missions in them.";
        close;
    }
    set .@j, 0;
    set .@skip, 0;
    deletearray .@MDreference; //Cleanup
    deletearray .@MDlist$;
    if (.@type > 3) && (.@type < 8) {           // Count number of missions first for divided types
        for (set .@i, 0; .@i < .@size; set .@i, .@i+1) {
            if ($MD_Enabled[.@i]) {
                switch(.@type) {
                    case 1:
                    case 4:
                        if ($MD_MaxLevel[.@i] > .@LevelLimitMax ) || ($MD_MinLevel[.@i] < .@LevelLimitMin) {
                            continue;
                        }
                        break;
                    case 2:
                    case 5:
                        if ($MD_MaxLevel[.@i] < .@LevelLimitMin) || ($MD_MinLevel[.@i] > .@LevelLimitMax) {
                            continue;
                        }
                        break;
                    case 3:
                    case 6:
                        if ($MD_MaxLevel[.@i] < .@LevelLimitMax) || ($MD_MinLevel[.@i] > .@LevelLimitMin) {
                            continue;
                        }
                        break;
                    case 8:
                        if ($MD_MaxLevel[.@i] < BaseLevel) || ($MD_MinLevel[.@i] > BaseLevel) {
                            continue;
                        }
                        break;
                }
                set .@j, .@j+1;
            }
        }
        set .@q, .@j;   // Quantity of listed missions to be divided between npcs
        set .@j, 0; // For next loop
    }
    
    for (set .@i, 0; .@i < .@size; set .@i, .@i+1) {
        if ($MD_Enabled[.@i]) {
            switch(.@type) {
                case 1:
                case 4:
                    if ($MD_MaxLevel[.@i] > .@LevelLimitMax ) || ($MD_MinLevel[.@i] < .@LevelLimitMin) {
                        continue;
                    }
                    break;
                case 2:
                case 5:
                    if ($MD_MaxLevel[.@i] < .@LevelLimitMin) || ($MD_MinLevel[.@i] > .@LevelLimitMax) {
                        continue;
                    }
                    break;
                case 3:
                case 6:
                    if ($MD_MaxLevel[.@i] < .@LevelLimitMax) || ($MD_MinLevel[.@i] > .@LevelLimitMin) {
                        continue;
                    }
                    break;
                case 8:
                    if ($MD_MaxLevel[.@i] < BaseLevel) || ($MD_MinLevel[.@i] > BaseLevel) {
                        continue;
                    }
                    break;
            }
            set .@skip, .@skip + 1;
            if (.@type > 3)&&(.@type < 8) {
                if (.@skip < .@NPCnumber * (.@q/.@NPCcount)) {
                    continue;
                }
                if (.@skip >= (.@NPCnumber+1) * (.@q/.@NPCcount)) {
                    continue;
                }
            }
            // Added mission level to the listing name for easier use
            set .@MDlist$[.@j], $MD_Name$[.@i]+" ^0000C0["+$MD_MinLevel[.@i]+"-"+$MD_MaxLevel[.@i]+"]^000000";
            set .@MDreference[.@j], .@i;
            set .@j, .@j+1;
        }
    }
    set .@page, 0;
    set .@menusize, getarraysize(.@MDlist$);
    if (!.@menusize) {
        mes .@n$;
        mes "I'm sorry, but I don't have any missions available.";
        close;
    }
    mes .@n$;
    mes "Please choose a mission:";
    goto L_GetMissionMenu;
 
L_GetMissionMenu:
//=============== Generate menu list out of available missions ===============
    set .@menustr$, .@MDlist$[$MD_OnPage*.@page];
    set .@menulength, 1;
    for (set .@i, 0; .@i < $MD_OnPage-1; set .@i, .@i+1) {
        if ($MD_OnPage*.@page+.@i+1 < .@menusize) {
            set .@menustr$, .@menustr$+":"+.@MDlist$[$MD_OnPage*.@page+.@i+1];
            set .@menulength, .@menulength + 1;
        }
    }
    if (($MD_OnPage*(1+.@page)) < .@menusize) {
        set .@menustr$, .@menustr$ + ":[Next page]";
        set .@menulength, .@menulength + 1;
    }
    if (.@page) {
        set .@menustr$, .@menustr$ + ":[Previous page]";
        set .@menulength, .@menulength + 1;
    }
    set .@choice, select(.@menustr$);
 
//=============== Next/Previous page references ===============
    if (($MD_OnPage*(1+.@page)) < .@menusize) && (.@page) {
        if (.@choice == .@menulength) {
            set .@page, .@page + 1;
            goto L_GetMissionMenu;
        }
        if (.@choice == .@menulength - 1) {
            set .@page, .@page - 1;
            goto L_GetMissionMenu;
        }
    } else if (.@page) {
        if (.@choice == .@menulength) {
            set .@page, .@page - 1;
            goto L_GetMissionMenu;
        }
    } else if (($MD_OnPage*(1+.@page)) < .@menusize) {
        if (.@choice == .@menulength) {
            set .@page, .@page + 1;
            goto L_GetMissionMenu;
        }
    }
//=============== Mission was selected; Various checks ===============
    next;
    if (callfunc("F_MissionTaken",.@MDreference[.@page*$MD_OnPage+.@choice-1])) {
        mes .@n$;
        mes "You have already taken this mission. You should submit it first or choose another mission.";
        goto L_GetMissionMenu;
    }
    if (BaseLevel > $MD_MaxLevel[.@MDreference[.@page*$MD_OnPage+.@choice-1]]) {
        mes .@n$;
        mes "Your level is too high to accept this mission.";
        goto L_GetMissionMenu;
    }
    if (BaseLevel < $MD_MinLevel[.@MDreference[.@page*$MD_OnPage+.@choice-1]]) {
        mes .@n$;
        mes "Your level is too low to accept this mission.";
        goto L_GetMissionMenu;
    }
//=============== Misson info display and prompt ===============
    mes .@n$;
    callfunc "F_DisplayMissionInfo", .@MDreference[.@page*$MD_OnPage+.@choice-1];
    next;
    mes .@n$;
    mes "Do you want to accept this mission? ("+$MD_Name$[.@MDreference[.@page*$MD_OnPage+.@choice-1]]+")";
    next;
    if (select("No:Yes") == 1) {
        mes .@n$;
        mes "Do you want to choose another mission then?";
        if (select("Yes:No") == 1) goto L_GetMissionMenu;
        next;
        goto L_Quit;
    }
    mes .@n$;
    callfunc "F_GetMission",.@slot,.@MDreference[.@page*$MD_OnPage+.@choice-1];
    mes "You have successfully received a mission. Good luck!";
    close;
 
L_SeeMissions:
    set .@j,0;
    for (set .@i, 0; .@i<$MD_Slots; set .@i, .@i+1) {
        set .@mission, getd("MD_Mission_Slot"+.@i);
        if(.@mission) {
            mes .@n$;
            mes "Slot: "+(.@i+1);
            callfunc "F_ShowMission",.@i;
            set .@j, .@j+1;
            next;
        }
    }
    if (!.@j) {
        mes .@n$;
        mes "You didn't accept any missions yet.";
        next;
        goto L_MainMenu;
    }
    goto L_MainMenu;
 
L_DropMission:
    mes .@n$;
    set .@menustr$, "";
    deletearray(.@MDreference);
    set .@j, 0;
    for (set .@i, 0; .@i<$MD_Slots; set .@i, .@i+1) {
        set .@mission, getd("MD_Mission_Slot"+.@i);
        if (.@mission) {
            mes "Slot "+(.@i+1)+": "+$MD_Name$[getd("MD_ID_Slot"+.@i)];
            set .@menustr$, .@menustr$ + "Slot "+ (.@i+1)+":";
            set .@MDreference[.@j], .@i;
            set .@j, .@j+1;
        }
    }
    if (!.@j) {
        mes "You didn't accept any missions yet.";
        next;
        goto L_MainMenu;
    }
    set .@menustr$, .@menustr$+"Cancel";
    next;
    set .@choice, select(.@menustr$);
    if (.@choice == .@j+1) {
        goto L_MainMenu;
    }
    mes .@n$;
    callfunc "F_ShowMission",.@MDreference[.@choice-1];
    next;
    mes .@n$;
    mes "Are you sure you want to delete this mission?";
    next;
    if (select("No:Yes") == 1) { goto L_MainMenu; }
    callfunc "F_DropMission", .@MDreference[.@choice-1];
    mes .@n$;
    mes "Mission successfully deleted.";
    next;
    goto L_MainMenu;
 
L_SubmitMission:
    mes .@n$;
    set .@menustr$, "";
    deletearray(.@MDreference);
    set .@j, 0;
    for (set .@i, 0; .@i<$MD_Slots; set .@i, .@i+1) {
        set .@mission, getd("MD_Mission_Slot"+.@i);
        if (.@mission) {
            mes "Slot "+(.@i+1)+":"+$MD_Name$[getd("MD_ID_Slot"+.@i)];
            set .@menustr$, .@menustr$ + "Slot "+ (.@i+1)+":";
            set .@MDreference[.@j], .@i;
            set .@j, .@j+1;
        }
    }
    if (!.@j) {
        mes "You didn't accept any missions yet.";
        next;
        goto L_MainMenu;
    }
    set .@menustr$, .@menustr$+"Cancel";
    next;
    set .@choice, select(.@menustr$);
    if (.@choice == .@j+1) {
        goto L_MainMenu;
    }
    mes .@n$;
    callfunc "F_ShowMission",.@MDreference[.@choice-1];
    next;
    mes .@n$;
    mes "Do you want to sumbit this mission?";
    next;
    if (select("Yes:No") == 2) { goto L_MainMenu; }
    switch (callfunc("F_CompleteMission", .@MDreference[.@choice-1])) {
        case 1:
            mes .@n$;
            mes "You didn't complete this mission yet. You can delete it via according menu option.";
            next;
            goto L_MainMenu;
        case 2:
            mes .@n$;
            mes "You completed the mission but you can't carry your reward. Please come back after using Kafra Storage.";
            close;
        case 0:
            mes .@n$;
            mes "Congratulations on completing the mission.";
            next;
            goto L_MainMenu;
    }
    close;
 
//=============== GM menu starts here ===============
 
L_ClearArrays:
    mes .@n$;
    mes "Are you sure you want to remove ALL missions?";
    next;
    if (select("No:Yes") == 1) {goto L_MainMenu;}
    mes .@n$;
    mes "Last chance to change your mind. Do you want to delete all missions?";
    next;
    if (select("No, don't delete them:Yes, delete them all") == 1) {goto L_MainMenu;}
    callfunc "F_ClearArrays";
    next;
    goto L_MainMenu;
 
L_EnableTrigger:
    mes .@n$;
    mes "Npc is now "+($MD_disabled?"disabled":"enabled")+".";
    next;
    if (select("Do nothing:"+($MD_disabled?"Enable it":"Disable it")) == 2) {
        set $MD_disabled, !$MD_disabled;
    } else {goto L_MainMenu;}
    mes .@n$;
    mes "Npc is now "+($MD_disabled?"disabled":"enabled")+".";
    next;
    goto L_MainMenu;
 
L_ChangeMission:
    set .@chmission, 1;
    goto L_ChDelMission;
 
L_ChDelMission:
    mes .@n$;
    mes "Please choose a mission:";
    set .@j, 0;
    set .@size, getarraysize($MD_Name$);
    deletearray(.@MDreference); //Cleanup
    deletearray(.@MDlist$);
//=============================== TODO: OPTIMIZE [Change arrays to global ones, because no filtering is done]
//P.S. (after 6 months) I honestly forgot what I meant by that ^
    for (set .@i, 0; .@i < .@size; set .@i, .@i+1) {
        set .@MDlist$[.@j], $MD_Name$[.@i]+" ^0000C0["+$MD_MinLevel[.@i]+"-"+$MD_MaxLevel[.@i]+"]^000000";
        set .@MDreference[.@j], .@i;
        set .@j, .@j+1;
    }
    set .@page, 0;
    set .@menusize, getarraysize(.@MDlist$);
    goto L_ChDelMenu;
 
L_ChDelMenu:
//=============== Generate menu list out of available missions ===============
    set .@menustr$, .@MDlist$[$MD_OnPage*.@page];
    set .@menulength, 1;
    for (set .@i, 0; .@i < $MD_OnPage; set .@i, .@i+1) {
        if ($MD_OnPage*.@page+.@i+1 < .@menusize) {
            set .@menustr$, .@menustr$+":"+.@MDlist$[$MD_OnPage*.@page+.@i+1];
            set .@menulength, .@menulength + 1;
        }
    }
    if (($MD_OnPage*(1+.@page)) < .@menusize) {
        set .@menustr$, .@menustr$ + ":[Next page]";
        set .@menulength, .@menulength + 1;
    }
 
    if (.@page) {
        set .@menustr$, .@menustr$ + ":[Previous page]";
        set .@menulength, .@menulength + 1;
    }
 
    set .@choice, select(.@menustr$);
 
//=============== Next/Previous page references ===============
    if (($MD_OnPage*(1+.@page)) < .@menusize) && (.@page) {
        if (.@choice == .@menulength) {
            set .@page, .@page + 1;
            goto L_ChDelMenu;
        }
        if (.@choice == .@menulength - 1) {
            set .@page, .@page - 1;
            goto L_ChDelMenu;
        }
    } else if (.@page) {
        if (.@choice == .@menulength) {
            set .@page, .@page - 1;
            goto L_ChDelMenu;
        }
    } else if (($MD_OnPage*(1+.@page)) < .@menusize) {
        if (.@choice == .@menulength) {
            set .@page, .@page + 1;
            goto L_ChDelMenu;
        }
    }
//=============== Misson info display and prompt ===============
    next;
    if (.@chmission) {
        set .@selected, .@MDreference[.@page*$MD_OnPage+.@choice-1];
        goto L_ChangeSelected;
    }
    mes .@n$;
    callfunc "F_DisplayMissionInfo", .@MDreference[.@page*$MD_OnPage+.@choice-1];
    next;
    mes .@n$;
    mes "Are you sure you want to delete this mission? ("+$MD_Name$[.@MDreference[.@page*$MD_OnPage+.@choice-1]]+")";
    next;
    if (select("No:Yes") == 1) {        
        mes .@n$;
        mes "Do you want to delete another mission then?";
        if (select("Yes:No") == 1) goto L_ChDelMenu;
        next;
        goto L_Quit;
    }
    mes .@n$;
    callfunc "F_DeleteMission",.@MDreference[.@page*$MD_OnPage+.@choice-1];
    callfunc "F_CompressArrays";
    set $MD_MissionsChanged, 1;
    mes "Deleted.";
    next;
    goto L_MainMenu;
 
//=============== Mission modification/adding ===============
L_CreateMission:
    mes .@n$;
    mes "Please enter mission data, click \"Done\" after you're done.";
    callfunc "F_CompressArrays";
    set .@selected, getarraysize($MD_Name$);
    callfunc "F_DeleteMission",.@selected;
    set $MD_Name$[.@selected], "Mission #"+(.@selected+1);
    set $MD_Enabled[.@selected], 1;
    set $MD_MissionsChanged, 1;
    next;
    goto L_ChangeSelected;
 
L_ChangeSelected:
    mes .@n$;
    set $MD_MissionsChanged, 1;
    callfunc "F_DisplayMissionInfo", .@selected;
    mes "=================";
    mes "What would you like to change?";
    next;
    menu    "Mission name",L_ChName,
        "Mission description",L_ChDesc,
        "Mission bExp reward",L_ChBaseExp,
        "Mission jExp reward",L_ChJobExp,
        "Mission target monster",L_ChMonster,
        "Mission monster count",L_ChMonsterCount,
        "Mission target item",L_ChItem,
        "Mission item count",L_ChItemCount,
        "Mission reward item",L_ChReward,
        "Mission reward count",L_ChRewardCount,
        "Mission level",L_ChLevel,
        "Enable/Disable mission",L_ChEnable,
        "I'm done",L_MainMenu;
    close;
 
L_ChName:
    mes .@n$;
    mes "Current name:";
    mes $MD_Name$[.@selected];
    mes "Enter new name:";
    next;
    input .@newname$;
    if (.@newname$ == "") {
        mes .@n$;
        mes "You cannot make new name empty. Use \"Delete Mission\" if you want to remove it or \"Disable\" to disable it.";
        next;
        goto L_ChangeSelected;
    }
    set $MD_Name$[.@selected], .@newname$;
    goto L_ChangeSelected;
 
L_ChDesc:
    mes .@n$;
    mes "Current description:";
    if ($MD_Desc$[.@selected] != "") {
        mes $MD_Desc$[.@selected];
    }
    else {
        mes "[No description]";
    }
    mes "Enter new description:";
    input .@newdesc$;
    set $MD_Desc$[.@selected], .@newdesc$;
    next;
    mes .@n$;
    mes $MD_Desc$[.@selected];
    mes "Add another line?";
    next;
    if (select("No:Yes") == 1)  {
        goto L_ChangeSelected;
    }
    input .@newdesc$;
    set $MD_Desc$[.@selected], $MD_Desc$[.@selected] + .@newdesc$;
    next;
    mes .@n$;
    mes $MD_Desc$[.@selected];
    mes "Add another line?";
    next;
    if (select("No:Yes") == 1)  {
        goto L_ChangeSelected;
    }
    input .@newdesc$;
    set $MD_Desc$[.@selected], $MD_Desc$[.@selected] + .@newdesc$;
    mes .@n$;
    mes $MD_Desc$[.@selected];
    mes "Add another line?";
    next;
    if (select("No:Yes") == 1)  {
        goto L_ChangeSelected;
    }
    input .@newdesc$;
    set $MD_Desc$[.@selected], $MD_Desc$[.@selected] + .@newdesc$;
    goto L_ChangeSelected;
 
L_ChBaseExp:
    mes .@n$;
    mes "Current base exp reward: "+$MD_bExp[.@selected];
    mes "Change it to?";
    next;
    input .@newvalue;   // Avoid writing corrupt data in global value
    set $MD_bExp[.@selected], .@newvalue; 
    goto L_ChangeSelected;
 
L_ChJobExp:
    mes .@n$;
    mes "Current base exp reward: "+$MD_jExp[.@selected];
    mes "Change it to?";
    next;
    input .@newvalue;
    set $MD_jExp[.@selected], .@newvalue;
    goto L_ChangeSelected;
 
L_ChMonster:
    mes .@n$;
    mes "Current monster: ";
    if ($MD_Monster[.@selected]) {
        mes getmonsterinfo($MD_Monster[.@selected],0)+" ["+$MD_Monster[.@selected]+"]";
    } else {
        mes "[None]";
    }
    mes "Input new monster ID or 0 to disable hunting:";
    next;
    input .@newvalue;
    if (getmonsterinfo(.@newvalue,0) == "null") {
        mes .@n$;
        mes "Wrong monster ID.";
        next;
        goto L_ChangeSelected;
    }
    set $MD_Monster[.@selected], .@newvalue;
    goto L_ChangeSelected;
 
L_ChMonsterCount:
    mes .@n$;
    mes "Current monster count: "+$MD_MonsterCount[.@selected];
    mes "Input new value (or 0 to disable hunting):";
    next;
    input .@newvalue;
    set $MD_MonsterCount[.@selected], .@newvalue;
    goto L_ChangeSelected;
 
L_ChItem:
    mes .@n$;
    mes "Current item: ";
    if ($MD_Item[.@selected]) {
        mes getitemname($MD_Item[.@selected])+" ["+$MD_Item[.@selected]+"]";
    } else {
        mes "[None]";
    }
    mes "Input new Item ID or 0 to disable gathering:";
    next;
    input .@newvalue;
    if (getitemname(.@newvalue) == "null") {
        mes .@n$;
        mes "Wrong item ID.";
        next;
        goto L_ChangeSelected;
    }
    set $MD_Item[.@selected], .@newvalue;
    goto L_ChangeSelected;
 
L_ChItemCount:
    mes .@n$;
    mes "Current item count: "+$MD_ItemCount[.@selected];
    mes "Input new value (or 0 to disable gathering):";
    next;
    input .@newvalue;
    set $MD_ItemCount[.@selected], .@newvalue;
    goto L_ChangeSelected;
 
L_ChReward:
    mes .@n$;
    mes "Current item reward: ";
    if ($MD_Reward[.@selected]) {
        mes getitemname($MD_Reward[.@selected])+" ["+$MD_Reward[.@selected]+"]";
    } else {
        mes "[None]";
    }
    mes "Input new Item ID or 0 to disable gathering:";
    next;
    input .@newvalue;
    if (getitemname(.@newvalue) == "NULL") {
        mes .@n$;
        mes "Wrong item ID.";
        next;
        goto L_ChangeSelected;
    }
    set $MD_Reward[.@selected], .@newvalue;
    goto L_ChangeSelected;
 
L_ChRewardCount:
    mes .@n$;
    mes "Current item count: "+$MD_ItemCount[.@selected];
    mes "Input new value (or 0 to disable gathering):";
    next;
    input .@newvalue;
    set $MD_RewardCount[.@selected], .@newvalue;
    goto L_ChangeSelected;
    
L_ChLevel:  
    mes .@n$;
    mes "What should be the ^F00000minimum^000000 Base Level for this mission?";
    mes "(Currently: "+$MD_MinLevel[.@selected]+")";
    if (input(.@lvlmin,0,$MD_LevelLimit)) {
        next;
        mes .@n$;
        mes "Number you specified is out of range (0-"+$MD_LevelLimit+").";
        next;
        menu    "Try again",L_ChLevel,
            "Cancel",-;
        goto L_ChangeSelected;
    }
    if (.@lvlmin == $MD_LevelLimit) {
        set .@lvlmax, $MD_LevelLimit;
        next;
        goto L_ChLevelFinish;
    }
    next;
    goto L_ChMaxLevel;
 
L_ChMaxLevel:
    mes .@n$;
    mes "What should be the ^0000F0maximum^000000 Base Level for this mission?";
    mes "(Currently: "+$MD_MaxLevel[.@selected]+")";
    if (input(.@lvlmax,1,$MD_LevelLimit)) {
        next;
        mes .@n$;
        mes "Number you specified is out of range (1-"+$MD_LevelLimit+").";
        next;
        menu    "Input again",L_ChMaxlevel,
            "Input minimal level again",L_ChLevel,
            "Cancel",-;
        goto L_ChangeSelected;
    }
    if (.@lvlmax < .@lvlmin) {
        next;
        mes .@n$;
        mes "Maximal level cannot be less than minimal ("+.@lvlmin+").";
        next;
        menu    "Input again",L_ChMaxLevel,
            "Input minimal level again",L_ChLevel,
            "Cancel",-;
        goto L_ChangeSelected;
    }
    next;
    goto L_ChLevelFinish;
 
L_ChLevelFinish:
    set $MD_MaxLevel[.@selected], .@lvlmax;
    set $MD_MinLevel[.@selected], .@lvlmin;
    mes .@n$;
    mes "Level successfully changed.";
    next;
    goto L_ChangeSelected;
 
L_ChEnable:
    mes .@n$;
    mes "The mission \""+$MD_Name$[.@selected]+"\" is currently "+($MD_Enabled[.@selected]?"enabled":"disabled")+".";
    next;
    if (select("Do nothing:"+($MD_Enabled[.@selected]?"Disable it":"Enable it")) == 2) {
        set $MD_Enabled[.@selected], !$MD_Enabled[.@selected];
    } else {goto L_ChangeSelected;}
    mes .@n$;
    mes "The mission \""+$MD_Name$[.@selected]+"\" is now "+($MD_Enabled[.@selected]?"enabled":"disabled")+".";
    next;
    goto L_ChangeSelected;
 
L_Quit:
    mes .@n$;
    mes "See you then.";
    close;
}
 
 
//==============================================================
//============== Mission Boards ================================
//callfunc "MD_MissionBoard",NPC Name$, BoardType{, LevelMin, LevelMax, NPC count, NPC Number};
//
//NPC Name$ Name displayed when talking
//BoardType 0: AllMissions
//      1: Level Limited [Type 1]
//      2: Level Limited [Type 2]
//      3: Level Limited [Type 3]
//      4: Level Limited [Type 1] and divided between number of npc-s
//      5: Level Limited [Type 2] and divided between number of npc-s   
//      6: Level Limited [Type 3] and divided between number of npc-s   
//      7: Equally Divided (same as type 4,5,6 with Level limit 1-150)
//      8: Adjusted to player (displays missions player can take at his current level)
//~~ Level Limited Type 1:  Displays missions which have range fully in specified level range 
//              [That missions can ONLY be taken by users within NPC level range]
//
//~~ Level Limited Type 2:  Displays missions which have range intersecting with the specified
//              [That missions can possibly be taken by users within NPC level range]
//
//~~ Level Limited Type 3:  Displays missions which contain specified level range in their level restrictions
//              [That missions can FOR SURE be taken by users within NPC level range]
 
 
 
// EXAMPLES
 
louyang,212,56,4    script  All missions#chicken    800,{
    callfunc "MD_MissionBoard","[Chickenlolz]",0;
    end;
}
 
louyang,214,56,4    script  Level lim 1#chicken 800,{
    mes "Min level:";
    input .@minlevel;
    mes "Max level:";
    input .@maxlevel;
    next;
    callfunc "MD_MissionBoard","[Chickenlolz]",1,.@minlevel,.@maxlevel;
    end;
}
 
louyang,216,56,4    script  Level lim 2#chicken 800,{
    mes "Min level:";
    input .@minlevel;
    mes "Max level:";
    input .@maxlevel;
    next;
    callfunc "MD_MissionBoard","[Chickenlolz]",2,.@minlevel,.@maxlevel;
    end;
}
 
louyang,218,56,4    script  Level lim 3#chicken 800,{
    mes "Min level:";
    input .@minlevel;
    mes "Max level:";
    input .@maxlevel;
    next;
    callfunc "MD_MissionBoard","[Chickenlolz]",3,.@minlevel,.@maxlevel;
    end;
}
 
louyang,220,56,4    script  Level lim 1 div#chicken 800,{
    mes "Min level:";
    input .@minlevel;
    mes "Max level:";
    input .@maxlevel;
    mes "Npc count";
    input .@npccount;
    mes "Npc number";
    input .@npcnumber;
    next;
    callfunc "MD_MissionBoard","[Chickenlolz]",4,.@minlevel,.@maxlevel,.@npccount,.@npcnumber;
    end;
}
 
louyang,222,56,4    script  Level lim 2 div#chicken 800,{
    mes "Min level:";
    input .@minlevel;
    mes "Max level:";
    input .@maxlevel;
    mes "Npc count";
    input .@npccount;
    mes "Npc number";
    input .@npcnumber;
    callfunc "MD_MissionBoard","[Chickenlolz]",5,.@minlevel,.@maxlevel,.@npccount,.@npcnumber;
    end;
}
 
louyang,224,56,4    script  Level lim 3 div#chicken 800,{
    mes "Min level:";
    input .@minlevel;
    mes "Max level:";
    input .@maxlevel;
    mes "Npc count";
    input .@npccount;
    mes "Npc number";
    input .@npcnumber;
    next;
    callfunc "MD_MissionBoard","[Chickenlolz]",6,.@minlevel,.@maxlevel,.@npccount,.@npcnumber;
    end;
}
 
louyang,226,56,4    script  Divided#chicken 800,{
    mes "Npc count";
    input .@npccount;
    mes "Npc number";
    input .@npcnumber;
    next;
    callfunc "MD_MissionBoard","[Chickenlolz]",7,.@npccount,.@npcnumber;
    end;
}
 
louyang,228,56,4    script  Adj to player#chicken   800,{
    callfunc "MD_MissionBoard","[Chickenlolz]",8;
    end;
}
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