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Levelup(Metin2.es)


Elite™

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----------------------------------

-- Cazeria

-- Traducida como el metin2.es

-- Creditos: Eliteâ„¢

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quest levelup begin

state run begin

when letter begin

local current = pc.getqf("current")

local completed_level = pc.getqf("complete");

if current == 0 and

pc.get_level() > completed_level and

pc.get_level() > 1 and

pc.get_level() < 60 then

local lev = pc.get_level()

pc.setqf("buttonstate", 2)

makequestbutton("Comenzar tarea "..lev.."")

pc.setqf("current", lev)

pc.setqf("select", 1)

pc.setqf("remain", special.levelup_quest[lev][2])

setskin(NOWINDOW)

end

setstate(start)

end

end

state start begin

when info begin

local lev = pc.getqf("current")

if lev == 0 then return end

setskin(SCROLL)

setbgimage('level_bg.tga')

local s = pc.getqf("select")

if s == 0 then s = 1 end

addimage(20,12,special.levelup_img[special.levelup_quest[lev][s*2-1]])

setcolor(0,0,0)

say("¡Elimina a ",mob_name(special.levelup_quest[lev][s*2-1])," !")

say("Número de objetivos: "..special.levelup_quest[lev][s*2])

raw_script("Recompensa: ".. special.levelup_quest[lev][5].."% de experiencia.")

say("")

if lev <= table.getn(special.levelup_reward1) then

raw_script(" "..item_name(special.levelup_reward1[lev][pc.job+1]))

else

raw_script(" ".."Objeto Aleatorio")

end

raw_script(newline)

levelup.show_mob_pos(lev)

select("Confirmar")

clearmapsignal()

setskin(NOWINDOW)

end

when login begin

local lev = pc.getqf("current")

if lev != 0 then

if pc.getqf("remain") <= 0 then

setskin(NOWINDOW)

pc.setqf("buttonstate", 3)

makequestbutton(""..lev.." misión - terminada")

else

setskin(NOWINDOW)

pc.setqf("buttonstate", 1)

makequestbutton("Comenzar tarea "..lev.." ")

end

end

end

when button begin

local lev = pc.getqf("current")

if lev == 0 then return end

if pc.getqf("buttonstate") == 3 then

local s = pc.getqf("select")

if s == 0 then s = 1 end

say_title(" "..lev.." misión - terminada")

say("Bien, has terminado con éxito la misión.")

wait()

if lev <= 20 then

if lev <= table.getn(special.levelup_reward1) then

pc.give_item("Nivel "..lev.." Objeto",

special.levelup_reward1[lev][pc.job+1])

else

local v = number(1,100)

if v <= special.levelup_reward3[1][1] then

pc.give_item("Nivel "..lev.." Objeto",

special.levelup_reward3[1][2],special.levelup_reward3[1][3])

elseif v <= special.levelup_reward3[2][1] then

pc.give_item("Nivel "..lev.." Objeto",

special.levelup_reward3[2][2],special.levelup_reward3[2][3])

elseif v <= special.levelup_reward3[3][1] then

pc.give_item("Nivel "..lev.." Objeto",

special.levelup_reward3[3][2],special.levelup_reward3[3][3])

elseif v <= special.levelup_reward3[4][1] then

pc.give_item("Nivel "..lev.." Objeto",

special.levelup_reward3[4][2],special.levelup_reward3[4][3])

else

pc.give_item("Nivel "..lev.." Objeto",

special.levelup_reward3[5][2],special.levelup_reward3[5][3])

end

end

pc.give_exp_perc("Nivel "..lev.." Experiencia",

lev, special.levelup_quest[lev][5])

if lev == 12 or lev == 14 or lev == 16 or lev == 18 or lev == 20 then

pc.give_item2(50083)

say_reward(item_name(50083) .. " recibido.")

end

else

local ll = lev - 20

if lev < 26 then

local n = table.getn(special.levelup_reward_item_21[ll])

local t = special.levelup_reward_item_21[ll][number(1, n)]

say_reward("Recompensa: ")

if type(t) == 'table' then

pc.give_item2(t[1], t[2])

say_reward("Recibido "..item_name(t[1])..

""..t[2].."")

else

pc.give_item2(t)

say_reward("Recibido "..item_name(t)..

"")

end

end

local reward_gold = special.levelup_reward_gold21

local reward_exp = special.levelup_reward_exp21

if lev >= 31 and lev <= 40 then

reward_gold = special.levelup_reward_gold31

reward_exp = special.levelup_reward_exp31

elseif lev >= 41 and lev <= 50 then

reward_gold = special.levelup_reward_gold41

reward_exp = special.levelup_reward_exp41

elseif lev >= 51 and lev <= 60 then

reward_gold = special.levelup_reward_gold51

reward_exp = special.levelup_reward_exp51

end

 

n = number(0, 99)

local i = 0

for i = 1, table.getn(reward_gold) do

if n < reward_gold[2] then

pc.change_money(reward_gold[1])

say_reward("Recibes "..reward_gold[1].." Yang.")

break

else

n = n - reward_gold[2]

end

end

 

n = number(0, 99)

i = 0

for i = 1, table.getn(reward_exp) do

if n < reward_exp[2] then

pc.give_exp_perc("Nivel"..lev.." Experiencia",

lev, reward_exp[1])

say_reward("Recibes "..reward_exp[1].."% de Experiencia.")

break

else

n = n - reward_exp[2]

end

end

say("")

end

local old_lev = lev

lev = lev + 1

 

if lev > 1 and lev < 60 and pc.level >= lev then

pc.setqf("buttonstate", 2)

makequestbutton(" "..lev.." misión")

pc.setqf("current", lev)

pc.setqf("select", 1)

pc.setqf("remain",special.levelup_quest[lev][2])

setskin(NOWINDOW)

return

else

pc.setqf("complete", old_lev)

pc.setqf("current", 0)

q.done()

end

elseif pc.getqf("buttonstate") == 2 then

local lev = pc.getqf("current")

if lev == 0 then

q.done()

end

say_title("Tarea de caza:")

say("Para la siguiente tarea de caza, tienes que")

say("elegir cuál de los dos monstruos quieres matar.")

local sel = select(

mob_name(special.levelup_quest[lev][1]).." "..special.levelup_quest[lev][2].." ",

mob_name(special.levelup_quest[lev][3]).." "..special.levelup_quest[lev][4].." "

)

 

 

setskin(SCROLL)

setbgimage('level_bg.tga')

pc.setqf("select", sel)

addimage(20, 12, special.levelup_img[special.levelup_quest[lev][sel*2-1]])

setcolor(0,0,0)

say("¡Elimina a ",mob_name(special.levelup_quest[lev][sel*2-1])," .!")

say("Número de objetivos: "..special.levelup_quest[lev][sel*2])

raw_script("Recompensa: ".. special.levelup_quest[lev][5].."% de experiencia")

say("")

if lev <= table.getn(special.levelup_reward1) then

raw_script(" "..item_name(special.levelup_reward1[lev][pc.job+1]))

else

say("")

raw_script(" ".." Objeto aleatorio")

end

raw_script(newline)

levelup.show_mob_pos(lev)

local s = select("¡Bien! ¡Vamos!")

if s == 1 then

setskin(NOWINDOW)

pc.setqf("remain",special.levelup_quest[lev][sel*2])

syschat("<Tarea> ", mob_name(special.levelup_quest[lev][sel*2-1])," "..

special.levelup_quest[lev][sel*2].." número de victorias.")

q.set_title("mata "..mob_name(special.levelup_quest[lev][sel*2-1]).." ")

q.set_counter("Restantes : ", pc.getqf("remain"))

q.start()

end

setskin(NOWINDOW)

clearmapsignal()

elseif pc.getqf("buttonstate") == 1 then

local s = pc.getqf("select")

if s == 0 then s = 1 end

local lev = pc.getqf("current")

if lev != 0 then

say_title("Tarea de caza:")

say("Tienes que matar")

say(pc.getqf("remain").." Número de este tipo:",mob_name(special.levelup_quest[lev][s*2-1]), "")

say("más para completar la misión de caza.")

local ss = select("Información sobre la misión de caza","Continuar")

 

 

if ss == 1 then

setskin(SCROLL)

setbgimage('level_bg.tga')

addimage(20,12,special.levelup_img[special.levelup_quest[lev][s*2-1]])

setcolor(0,0,0)

say("¡Elimina a ",mob_name(special.levelup_quest[lev][s*2-1])," !")

say("Número de objetivos: "..special.levelup_quest[lev][s*2])

raw_script("Recompensa: ".. special.levelup_quest[lev][5].."% de experiencia")

say("")

if lev <= table.getn(special.levelup_reward1) then

raw_script(" "..item_name(special.levelup_reward1[lev][pc.job+1]))

else

raw_script(" ".." Objeto Aleatorio")

end

raw_script(newline)

q.set_title("mata ", mob_name(special.levelup_quest[lev][s*2-1]), " ")

q.set_counter("Restantes : ", pc.getqf("remain"))

q.start()

levelup.show_mob_pos(lev)

select("Confirmar")

setskin(NOWINDOW)

clearmapsignal()

end

setskin(NOWINDOW)

q.set_title(" matar "..mob_name(special.levelup_quest[lev][s*2-1]).." ")

q.set_counter("Restantes:",

pc.getqf("remain"))

--q.set_icon(string.format("level_%02d.sub", lev))

q.start()

end

end

pc.setqf("buttonstate", -1)

end

when levelup begin

local lev = pc.getqf("current");

if lev == 0 then

lev = pc.level

 

if lev < 2 or lev > 60 then return end

pc.setqf("buttonstate", 2)

makequestbutton(""..lev.." misión")

pc.setqf("current", lev)

pc.setqf("select", 1)

pc.setqf("remain", special.levelup_quest[lev][2])

setskin(NOWINDOW)

end

end

when kill begin

local sel = pc.getqf("select")

if sel == 0 then

sel = 1

end

local lev = pc.getqf("current")

if lev != 0 and npc.race == (special.levelup_quest[lev][sel*2-1]) and pc.getqf("buttonstate") == -1 then

local remain = pc.getqf("remain") - 1

if remain <= 0 then

pc.setqf("remain", 0)

q.set_counter_value(0)

setskin(NOWINDOW)

makequestbutton(" "..lev.." Misión - terminada")

pc.setqf("buttonstate", 3)

else

pc.setqf("remain", remain)

q.set_counter_value(remain)

end

end

end

function show_mob_pos(lev)

map_index = pc.get_map_index()

if map_index <= 0 then

test_chat("show_mob_pos: map_index("..map_index..") < 0")

return

end

if map_index > table.getn(special.lvq_map) then

test_chat("show_mob_pos: map_index("..map_index..") > max("..table.getn(special.lvq_map)..")")

return

end

lev_quest_list = special.lvq_map[map_index]

if not lev_quest_list then

test_chat("show_mob_pos: special.lvq_map[map_index("..map_index..")] is nil")

return

end

mob_pos_list = lev_quest_list[lev]

if not mob_pos_list then

test_chat("show_mob_pos: special.lvq_map[map_index("..map_index..")][lev("..lev..")] is nil")

return

end

table.foreachi(

mob_pos_list,

function (n, mob_pos)

test_chat("addmapsignal("..mob_pos[1]..", "..mob_pos[2]..")")

addmapsignal(mob_pos[1]*100, mob_pos[2]*100)

end

)

setmapcenterposition(200, 0)

end

end

end

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