haven't really tested this much, so please post error on reply.
1/18/15 fixed few errors on reward list (indexing)
Code: Select all
;Excelsior Shard, http://uoex.net/
;http://www.uoex.net/forum/viewtopic.php?f=39&t=9035
;by Jack Skellington 1/16/2015
;1/18/15 fixed few errors on reward list (indexing).
;BOD score finder
;this is a vocational product, no updates will be guaranteed.
;NO TAMING!!!!!!!!!
;================================
;Main loop
main:
set #lpc 1000
FindItem EYM C_ , #BackPackID
if #FindCnt = 0
{
display ok Cannot Find BODs in backpack.
halt
}
if #FindCol = 458
{
display ok This is Taming BOD.
halt
}
event property #FindID
set %BODName #property
if exceptional in #property
{
set %exceptional 1
}
str Count #property :
{
set %BodQty #strRes - 1
}
gosub GetBaseAmt
if #FindCol = 48
{
gosub CarpCal
}
if #FindCol = 88
{
gosub FletCal
}
if #FindCol = 1102
{
gosub BSCal
}
if #FindCol = 1155
{
gosub TailCal
}
set %RWScore #null
set %tenth #null
set %header #null
set %score #null
event ExMsg #CharID 3 50 press -Enter- to continue
repeat
onhotkey enter
goto main
until #false
;end Main Loop
;Subs
Sub GetBaseAmt
str pos #property make
set #strRes #strRes + 4
str del #property 1 #strRes
set %posDel #strRes
str pos #strRes $
set %pos1 #strRes
str del %posDel %pos1 1000
set %Amount #strRes
if %Amount = 10
{
set %score %score + 10
}
if %Amount = 15
{
set %score %score + 25
}
if %Amount = 20
{
set %score %score + 50
}
return
Sub WoodTypeBonusCal
if Pine in #property
{
set %score %score + 200
}
if Ash in #property
{
set %score %score + 250
}
if Mohogany in #property
{
set %score %score + 300
}
if Yew in #property
{
set %score %score + 350
}
if Oak in #property
{
set %score %score + 400
}
if Zircote in #property
{
set %score %score + 450
}
if Ebony in #property
{
set %score %score + 500
}
if Bamboo in #property
{
set %score %score + 550
}
if Purple , #spc , Heart in #property
{
set %score %score + 600
}
if Redwood in #property
{
set %score %score + 650
}
if Petrified in #property
{
set %score %score + 700
}
return
;eval by BOD type
Sub CarpCal
if %exceptional = 1
{
set %score %score + 200
}
if %BodQty = 2
{
set %score %score + 50
}
if %BodQty > 2
{
set %score %score + ( ( %BodQty - 2 ) * 100 )
}
gosub WoodTypeBonusCal
;carp reward list
set %Reward50 $75% , #spc , Sturdy , #spc , Axe$25% , #spc , Boards
set %Reward200 $75% , #spc , Gargoyle , #spc , Axe$25% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +1
set %Reward250 $75% , #spc , Gargoyle , #spc , Axe$25% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +1
set %Reward300 $75% , #spc , Gargoyle , #spc , Axe$25% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +1
set %Reward350 $75% , #spc , Gargoyle , #spc , Axe$25% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +1
set %Reward400 $66% , #spc , Prospector's , #spc , Axe$33% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +1
set %Reward450 $50% , #spc , Stain , #spc , of , #spc , Durability$50% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +1
set %Reward500 $75% , #spc , Pine , #spc , Runic , #spc , Saw$25% , #spc , Decorative , #spc , Item*
set %Reward550 $66% , #spc , Pine , #spc , Runic , #spc , Saw$33% , #spc , Decorative , #spc , Item*
set %Reward600 $50% , #spc , Ash , #spc , Runic , #spc , Saw$50% , #spc , Decorative , #spc , Item*
set %Reward650 $66% , #spc , Ash , #spc , Runic , #spc , Saw$33%, #spc , Nails , #spc , (?)***
set %Reward700 $50% , #spc , Mohogany , #spc , Runic , #spc , Saw$50% , #spc , Nails , #spc , (?)***
set %Reward750 $50% , #spc , Mohogany , #spc , Runic , #spc , Saw$50% , #spc , 120 , #spc , Carpentry , #spc , Powerscroll
set %Reward800 $33% , #spc , Yew , #spc , Runic , #spc , Saw$33% , #spc , 120 , #spc , Lumberjacking , #spc , Powerscroll$33% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +3
set %Reward850 $33% , #spc , Yew , #spc , Runic , #spc , Saw$33% , #spc , +10 , #spc , Ancient , #spc , Carpentry , #spc , Hammer$33% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +3
set %Reward900 $33% , #spc , Oak , #spc , Runic , #spc , Saw$33% , #spc , Evil , #spc , Decorative , #spc , Item**$33% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +3
set %Reward950 $33% , #spc , Zircote , #spc , Runic , #spc , Saw$33% , #spc , +20 , #spc , Ancient , #spc , $Carpentry , #spc , Hammer$33% , #spc , Nails , #spc , (?)***
set %Reward1000 $33% , #spc , Ebony , #spc , Runic , #spc , Saw$33% , #spc , Evil , #spc , Decorative , #spc , Item**$33% , #spc , Nails , #spc , (?)***
set %Reward1050 $50% , #spc , Bamboo , #spc , Runic , #spc , Saw$50% , #spc , +30 , #spc , Ancient , #spc , Carpentry , #spc , Hammer
set %Reward1100 $50% , #spc , Purple , #spc , Heart , #spc , Runic , #spc , Saw$50% , #spc , Evil , #spc , Decorative , #spc , Item**
set %Reward1150 $50% , #spc , Redwood , #spc , Runic , #spc , Saw$50% , #spc , +40 , #spc , Ancient , #spc , Carpentry , #spc , Hammer
set %Reward1200 $50% , #spc , Petrified , #spc , Runic , #spc , Saw$50% , #spc , Evil , #spc , Decorative , #spc , Item**
set %Reward1250 $50% , #spc , Bag , #spc , of , #spc , Resources$50% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +5
;end carp reward list
;rewardCal begin
str len %score
if #strRes = 2
{
if %score < 50
{
set %header #null
set %RWScore 0
}
else
{
set %RWScore 50
}
}
if #strRes > 2
{
if #strres = 3
{
str left %score 1
set %header #strRes
str right %score 2
if #strRes < 50
{
set %tenth 00
}
else
{
set %tenth 50
}
}
if #strres = 4
{
str left %score 2
set %header #strRes
str right %score 2
set %tenth #strRes
if #strRes < 50
{
set %tenth 00
}
else
{
set %tenth 50
}
str right %score 2
if #strRes < 50
{
set %tenth 00
}
else
{
set %tenth 50
}
}
set %RWScore %header , %tenth
}
;rewardCal end
if %RWScore < 1250
{
display ok %BODName $
+ $Total , #spc , BOD , #spc , points , #spc , are , #spc , : , #spc , #spc , %score $
+ $$Reward: $ %Reward . %RWScore ;dot
}
else
{
display ok %BODName $
+ $Total , #spc , BOD , #spc , points , #spc , are: , #spc , %score
+ $$Reward: $ %Reward1250
}
return
;rewardCal end
if %RWScore <= 1150
{
display ok %BODName $
+ $Total , #spc , BOD , #spc , points , #spc , are: , #spc , %score
+ $Reward: $ %Reward . %RWScore ;dot
}
else
{
display ok %BODName $
+ $Total , #spc , BOD , #spc , points , #spc , are: , #spc , %score
+ Reward: $ %Reward1150
}
return ;end CarpCal
Sub FletCal
if %exceptional = 1
{
set %score %score + 200
}
if %BodQty = 3
{
set %score %score + 200
}
if %BodQty = 6
{
set %score %score + 400
}
gosub WoodTypeBonusCal
;fletch reward list
set %Reward50 $75% , #spc , Sturdy , #spc , Axe$25% , #spc , Boards
set %Reward200 7$5% , #spc , Gargoyle , #spc , Axe$25% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +1
set %Reward250 7$5% , #spc , Gargoyle , #spc , Axe$25% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +1
set %Reward300 7$5% , #spc , Gargoyle , #spc , Axe$25% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +1
set %Reward350 7$5% , #spc , Gargoyle , #spc , Axe$25% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +1
set %Reward400 $66% , #spc , Prospector's , #spc , Axe$33% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +1
set %Reward450 $50% , #spc , Stain , #spc , of , #spc , Durability$50% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +1
set %Reward500 $75% , #spc , Pine , #spc , Runic , #spc , Fletcher , #spc , Tools$25% , #spc , Decorative , #spc , Item*
set %Reward550 $66% , #spc , Pine , #spc , Runic , #spc , Fletcher , #spc , Tools$33% , #spc , Decorative , #spc , Item*
set %Reward600 $50% , #spc , Ash , #spc , Runic , #spc , Fletcher, #spc , Tools$50% , #spc , Decorative , #spc , Item*
set %Reward650 $66% , #spc , Ash , #spc , Runic , #spc , Fletcher , #spc , Tools$33% , #spc , 5-use , #spc , Dip , #spc , Tub**
set %Reward700 $50% , #spc , Mohogany , #spc , Runic , #spc , Fletcher , #spc , Tools$50% , #spc , 5-use , #spc , Dip , #spc , Tub**
set %Reward750 $50% , #spc , Mohogany , #spc , Runic , #spc , Fletcher , #spc , Tools$50% , #spc , 120 , #spc , Bowcraft/Fletching , #spc , Powerscroll
set %Reward800 $33% , #spc , Yew , #spc , Runic , #spc , Fletcher , #spc , Tools$33% , #spc , 120 , #spc , Lumberjacking , #spc , Powerscroll$33% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +3
set %Reward850 $33% , #spc , Yew , #spc , Runic , #spc , Fletcher , #spc , Tools$33% , #spc , +10 , #spc , Ancient , #spc , Fletcher , #spc , Hammer$33% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +3
set %Reward900 $33% , #spc , Oak , #spc , Runic , #spc , Fletcher , #spc , Tools$33% , #spc , +10 , #spc , Ancient , #spc , Fletcher , #spc , Hammer$33% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +3
set %Reward950 $33% , #spc , Zircote , #spc , Runic , #spc , Fletcher , #spc , Tools$33% , #spc , +20 , #spc , Ancient , #spc , Fletcher , #spc , Hammer$33% , #spc , 25-use , #spc , Dip , #spc , Tub**
set %Reward1000 $33% , #spc , Ebony , #spc , Runic , #spc , Fletcher , #spc , Tools$33% , #spc , +20 , #spc , Ancient , #spc , Fletcher , #spc , Hammer$33% , #spc , 25-use , #spc , Dip , #spc , Tub**
set %Reward1050 $50% , #spc , Bamboo , #spc , Runic , #spc , Fletcher , #spc , Tools$50% , #spc , +30 , #spc , Ancient , #spc , Fletcher , #spc , Hammer
set %Reward1100 $50% , #spc , Purple , #spc , Heart , #spc , Runic , #spc , Fletcher , #spc , Tools$50% , #spc , +30 , #spc , Ancient , #spc , Fletcher , #spc , Hammer
set %Reward1150 $50% , #spc , Redwood , #spc , Runic , #spc , Fletcher , #spc , Tools$50% , #spc , +40 , #spc , Ancient , #spc , Fletcher , #spc , Hammer
set %Reward1200 $50% , #spc , Petrified , #spc , Runic , #spc , Fletcher , #spc , Tools$50% , #spc , +40 , #spc , Ancient , #spc , Fletcher , #spc , Hammer
set %Reward1250 $50% , #spc , 50-use , #spc , Dip , #spc , Tub**$50% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +5
;end fletch reward list
;rewardCal begin
str len %score
if #strRes = 2
{
if %score < 50
{
set %header #null
set %RWScore 0
}
else
{
set %RWScore 50
}
}
if #strRes > 2
{
if #strres = 3
{
str left %score 1
set %header #strRes
str right %score 2
if #strRes < 50
{
set %tenth 00
}
else
{
set %tenth 50
}
}
if #strres = 4
{
str left %score 2
set %header #strRes
str right %score 2
set %tenth #strRes
if #strRes < 50
{
set %tenth 00
}
else
{
set %tenth 50
}
str right %score 2
if #strRes < 50
{
set %tenth 00
}
else
{
set %tenth 50
}
}
set %RWScore %header , %tenth
}
;rewardCal end
if %RWScore < 1250
{
display ok %BODName $
+ $Total , #spc , BOD , #spc , points , #spc , are , #spc , : , #spc , #spc , %score $
+ $$Reward: $ %Reward . %RWScore ;dot
}
else
{
display ok %BODName $
+ $Total , #spc , BOD , #spc , points , #spc , are: , #spc , %score
+ $$Reward: $ %Reward1250
}
;rewardCal end
return ;end fletch
Sub BSCal
if %exceptional = 1
{
set %score %score + 200
}
if %BodQty > 1
{
if Ringmail in #property
{
set %score %score + 200
}
if Chainmail in #property
{
set %score %score + 300
}
if Plate in #property
{
set %score %score + 400
}
}
if Dull in #property
{
set %score %score + 200
set %copperRead 1
}
if Shadow , #spc , Iron in #property
{
set %score %score + 250
}
if Copper in #property && %copperRead <> 1
{
set %score %score + 300
}
if Bronze in #property
{
set %score %score + 350
}
if Gold in #property
{
set %score %score + 400
}
if Agapite in #property
{
set %score %score + 450
}
if Verite in #property
{
set %score %score + 500
}
if Valorite in #property
{
set %score %score + 550
}
if Blaze in #property
{
set %score %score + 600
}
if Ice in #property
{
set %score %score + 650
}
if Toxic in #property
{
set %score %score + 700
}
if Electrum in #property
{
set %score %score + 750
}
if Platinum in #property
{
set %score %score + 800
}
;BS reward list
set %Reward0 $50% , #spc , Sturdy , #spc , Shovel$50% , #spc , Sturdy , #spc , Smith , #spc , Hammer
set %Reward25 $50% , #spc , Sturdy , #spc , Pickaxe$50% , #spc , Sturdy , #spc , Smith , #spc , Hammer
set %Reward50 $90% , #spc , Sturdy , #spc , Shovel$10% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +1
set %Reward100 $90% , #spc , Sturdy , #spc , Pickaxe$10% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +1
set %Reward125 $90% , #spc , Sturdy , #spc , Pickaxe$10% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +1
set %Reward150 $90% , #spc , Sturdy , #spc , Pickaxe$10% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +1
set %Reward175 $90% , #spc , Sturdy , #spc , Pickaxe$10% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +1
set %Reward200 $90% , #spc , Sturdy , #spc , Pickaxe$10% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +1
set %Reward250 $90% , #spc , Sturdy , #spc , Pickaxe$10% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +1
set %Reward275 $90% , #spc , Sturdy , #spc , Pickaxe$10% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +1
set %Reward300 $90% , #spc , Sturdy , #spc , Pickaxe$10% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +1
set %Reward325 $90% , #spc , Sturdy , #spc , Pickaxe$10% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +1
set %Reward350 $90% , #spc , Sturdy , #spc , Pickaxe$10% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +1
set %Reward375 $90% , #spc , Sturdy , #spc , Pickaxe$10% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +1
set %Reward400 $90% , #spc , Prospector's , #spc , Tool$10% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +1
set %Reward425 $90% , #spc , Prospector's , #spc , Tool$10% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +1
set %Reward450 $50% , #spc , Powder , #spc , of , #spc , Fortifying$25% , #spc , Gargoyle , #spc , Pickaxe$25% , #spc , Decorative , #spc , Item*
set %Reward475 $50% , #spc , Powder , #spc , of , #spc , Fortifying$25% , #spc , Gargoyle , #spc , Pickaxe$25% , #spc , Decorative , #spc , Item*
set %Reward500 $33% , #spc , Dull , #spc , Copper , #spc , Runic , #spc , Hammer$33% , #spc , Gargoyle , #spc , Pickaxe$33% , #spc , Decorative , #spc , Item*
set %Reward525 $33% , #spc , Dull , #spc , Copper , #spc , Runic , #spc , Hammer$33% , #spc , Gargoyle , #spc , Pickaxe$33% , #spc , Decorative , #spc , Item*
set %Reward550 $60% , #spc , Dull , #spc , Copper , #spc , Runic , #spc , Hammer$40% , #spc , Shadow , #spc , Iron , #spc , Runic , #spc , Hammer
set %Reward575 $60% , #spc , Dull , #spc , Copper , #spc , Runic , #spc , Hammer$40% , #spc , Shadow , #spc , Iron , #spc , Runic , #spc , Hammer
set %Reward600 $50% , #spc , Shadow , #spc , Iron , #spc , Runic , #spc , Hammer$50% , #spc , Colored , #spc , Forge , #spc , Deed
set %Reward625 $75% , #spc , Shadow , #spc , Iron , #spc , Runic , #spc , Hammer$25% , #spc , Colored , #spc , Anvil , #spc , Deed
set %Reward650 $50% , #spc , Copper , #spc , Runic , #spc , Hammer$50% , #spc , Decorative , #spc , Item*
set %Reward675 $75% , #spc , Copper , #spc , Runic , #spc , Hammer$25% , #spc , Colored , #spc , Anvil , #spc , Deed
set %Reward700 $50% , #spc , Bronze , #spc , Runic , #spc , Hammer$50% , #spc , Decorative , #spc , Item*
set %Reward725 $50% , #spc , Bronze , #spc , Runic , #spc , Hammer$50% , #spc , Decorative , #spc , Item*
set %Reward750 $50% , #spc , Ancient , #spc , Smithy , #spc , Hammer , #spc , +10$50% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +3
set %Reward775 $50% , #spc , Ancient , #spc , Smithy , #spc , Hammer , #spc , +10$50% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +3
set %Reward800 $50% , #spc , Gargoyle , #spc , Pickaxe$50% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +3
set %Reward825 $50% , #spc , Gargoyle , #spc , Pickaxe$50% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +3
set %Reward850 $50% , #spc , Ancient , #spc , Smithy , #spc , Hammer , #spc , +15$50% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +3
set %Reward875 $50% , #spc , Ancient , #spc , Smithy , #spc , Hammer , #spc , +15$50% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +3
set %Reward900 $50% , #spc , Ancient , #spc , Smithy , #spc , Hammer , #spc , +15$50% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +3
set %Reward925 $50% , #spc , Gold , #spc , Runic , #spc , Hammer$50% , #spc , Metal , #spc , Dye , #spc , Tub
set %Reward950 $50% , #spc , Gold , #spc , Runic , #spc , Hammer$50% , #spc , Metal , #spc , Dye , #spc , Tub
set %Reward975 $50% , #spc , Gold , #spc , Runic , #spc , Hammer$50% , #spc , Metal , #spc , Dye , #spc , Tub
set %Reward1000 $50% , #spc , Ancient , #spc , Smithy , #spc , Hammer , #spc , +30$50% , #spc , Metal , #spc , Dye , #spc , Tub
set %Reward1050 $50% , #spc , Agapite , #spc , Runic , #spc , Hammer$50% , #spc , Smither's , #spc , Protector
set %Reward1100 $50% , #spc , Ancient , #spc , Smithy , #spc , Hammer , #spc , +60$50% , #spc , Smither's , #spc , Protector
set %Reward1150 $50% , #spc , Verite , #spc , Runic , #spc , Hammer$50% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +5
set %Reward1200 $50% , #spc , Valorite , #spc , Runic , #spc , Hammer$50% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +5
set %Reward1250 $50% , #spc , Blaze , #spc , Runic , #spc , Hammer$50% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +5
set %Reward1300 $50% , #spc , Ice , #spc , Runic , #spc , Hammer$50% , #spc , Bag , #spc , of , #spc , Resources
set %Reward1350 $50% , #spc , Toxic , #spc , Runic , #spc , Hammer$50% , #spc , Bag , #spc , of , #spc , Resources
set %Reward1400 $50% , #spc , Electrum , #spc , Runic , #spc , Hammer$50% , #spc , Sharpening , #spc , Blade
set %Reward1450 $50% , #spc , Platinum , #spc , Runic , #spc , Hammer$50% , #spc , Sharpening , #spc , Blade
;end BS reward list
;rewardCal begin
str len %score
if #strRes = 2
{
if %score < 25
{
set %header #null
set %RWScore 0
}
if %score >= 25 && %score < 50
{
set %header #null
set %RWScore 25
}
else
{
set %RWScore 50
}
}
if #strRes > 2
{
if #strres = 3
{
str left %score 1
set %header #strRes
str right %score 2
if #strRes < 25
{
set %tenth 00
}
if #strRes >= 25 && #strRes < 50
{
set %tenth 25
}
if #strRes >= 50 && #strRes < 75
{
set %tenth 50
}
else
{
set %tenth 75
}
}
if #strres = 4
{
str left %score 2
set %header #strRes
str right %score 2
set %tenth #strRes
if #strRes < 50
{
set %tenth 00
}
else
{
set %tenth 50
}
str right %score 2
if #strRes < 50
{
set %tenth 00
}
else
{
set %tenth 50
}
}
set %RWScore %header , %tenth
}
;rewardCal end
if %RWScore <= 1450
{
display ok %BODName $
+ $Total , #spc , BOD , #spc , points , #spc , are , #spc , : , #spc , #spc , %score $
+ $$Reward: $ %Reward . %RWScore ;dot
}
else
{
display ok %BODName $
+ $Total , #spc , BOD , #spc , points , #spc , are: , #spc , %score
+ $$Reward: $ %Reward1150
}
return
;rewardCal end
return ;end BSCal
Sub TailCal
if %exceptional = 1
{
set %score %score + 100
}
if %BodQty > 3
{
set %score %score + ( ( %BodQty - 1 ) * 100 )
}
if Spined in #property
{
set %score %score + 50
}
if Horned in #property
{
set %score %score + 100
}
if Barbed in #property
{
set %score %score + 150
}
if Polar in #property
{
set %score %score + 200
}
if Synthetic in #property
{
set %score %score + 250
}
if Blaze in #property
{
set %score %score + 300
}
if Demonic in #property
{
set %score %score + 350
}
if Shadow in #property
{
set %score %score + 400
}
if Frost in #property
{
set %score %score + 450
}
if Ethereal in #property
{
set %score %score + 500
}
;tailor reward list
set %Reward0 $50% , #spc , Cloth , #spc , 1$50% , #spc , Colored , #spc , Loom
set %Reward50 $50% , #spc , Cloth , #spc , 2$50% , #spc , Colored , #spc , Loom
set %Reward100 $50% , #spc , Cloth , #spc , 3$50% , #spc , Leather
set %Reward150 $60% , #spc , Cloth , #spc , 4$30% , #spc , Leather$10% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +1
set %Reward200 $40% , #spc , Cloth 5$40%, #spc , Leather$20% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +1
set %Reward300 $33% , #spc , Stretched , #spc , Hide$33% , #spc , Colored , #spc , Scissors$33% , #spc , Armor , #spc , of C, #spc , rafting , #spc , +1
set %Reward350 $50% , #spc , Spined , #spc , Runic , #spc , Sewing , #spc , Kit$50%, #spc , Colored , #spc , Scissors
set %Reward400 $60% , #spc , Tapestry$20% , #spc , Colored , #spc , Scissors$20% , #spc , Sturdy , #spc , Sewing , #spc , Kit
set %Reward450 $50% , #spc , Bear Rug$50% , #spc , Sturdy , #spc , Sewing , #spc , Kit
set %Reward500 $50% , #spc , Decorative , #spc , Item*$50% , #spc , Master's , #spc , Knife
set %Reward550 $33% , #spc , Clothing , #spc , Bless , #spc , Deed$33% , #spc , Decorative , #spc , Item*$33% Master's , #spc , Knife
set %Reward600 $50% , #spc , Horned , #spc , Runic , #spc , Sewing , #spc , Kit$50% , #spc , Master's , #spc , Knife
set %Reward650 $50% , #spc , Horned , #spc , Runic , #spc , Sewing , #spc , Kit$50% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +3
set %Reward700 $50% , #spc , Barbed , #spc , Runic , #spc , Sewing , #spc , Kit$50% , #spc , Armor , #spc , of , #spc , , #spc , Crafting , #spc , +3
set %Reward750 $33% , #spc , Barbed , #spc , Runic , #spc , Sewing , #spc , Kit$33% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +3$33% , #spc , Gargoyle , #spc , Knife
set %Reward800 $33% , #spc , Polar , #spc , Runic , #spc , Sewing , #spc , Kit$33% , #spc , Charged , #spc , Dye , #spc , Tub$33% , #spc , Gargoyle , #spc , Knife
set %Reward850 $50% , #spc , Polar , #spc , Runic , #spc , Sewing , #spc , Kit$50% , #spc , Charged , #spc , Dye , #spc , Tub
set %Reward900 $50% , #spc , Synthetic , #spc , Runic , #spc , Sewing , #spc , Kit$50% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +5
set %Reward950 $50% , #spc , Blaze , #spc , Runic , #spc , Sewing , #spc , Kit$50% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +5
set %Reward1000 $33% , #spc , Daemonic , #spc , Runic , #spc , Sewing , #spc , Kit$33% , #spc , Tailor's , #spc , Protector$33% , #spc , Armor , #spc , of , #spc , Crafting , #spc , +5
set %Reward1050 $50% , #spc , Shadow , #spc , Runic , #spc , Sewing , #spc , Kit$50% , #spc , Tailor's , #spc , Protector
set %Reward1100 $50% , #spc , Frost , #spc , Runic , #spc , Sewing , #spc , Kit$50% , #spc , Bag , #spc , of , #spc , Resources
set %Reward1150 $50% , #spc , Ethereal , #spc , Runic , #spc , Sewing , #spc , Kit$50% , #spc , Bag , #spc , of , #spc , Resources
;end tailor reward list
;rewardCal begin
str len %score
if #strRes = 2
{
if %score < 50
{
set %header #null
set %RWScore 0
}
else
{
set %RWScore 50
}
}
if #strRes > 2
{
if #strres = 3
{
str left %score 1
set %header #strRes
str right %score 2
if #strRes < 50
{
set %tenth 00
}
else
{
set %tenth 50
}
}
if #strres = 4
{
str left %score 2
set %header #strRes
str right %score 2
set %tenth #strRes
if #strRes < 50
{
set %tenth 00
}
else
{
set %tenth 50
}
str right %score 2
if #strRes < 50
{
set %tenth 00
}
else
{
set %tenth 50
}
}
set %RWScore %header , %tenth
}
;rewardCal end
if %RWScore <= 1150
{
display ok %BODName $
+ $Total , #spc , BOD , #spc , points , #spc , are , #spc , : , #spc , #spc , %score $
+ $$Reward: $ %Reward . %RWScore ;dot
}
else
{
display ok %BODName $
+ $Total , #spc , BOD , #spc , points , #spc , are: , #spc , %score
+ $$Reward: $ %Reward1150
}
return
;rewardCal end
if %RWScore <= 1150
{
display ok %BODName $
+ $Total , #spc , BOD , #spc , points , #spc , are: , #spc , %score
+ $Reward: $ %Reward . %RWScore ;dot
}
else
{
display ok %BODName $
+ $Total , #spc , BOD , #spc , points , #spc , are: , #spc , %score
+ Reward: $ %Reward1150
}
return ;end TailCal