/* Serryl (1091003) Location: The Nautilus */ /** Author: xQuasar */ function start() { cm.getPlayer().setCS(true); status = -1; action(1, 0, 0); } function action(mode, type, selection) { if (mode == 1) { status++; } else { cm.dispose(); } if (status == 0 && mode == 1) { var selStr = "What? You want to make your own weapons and gloves? Seriously... it's tough to do it by yourself if you don't have experience... I'll help you out. I've been a pirate for 20 years, and for 20 years I have made various items for the crew here. It's easy for me."; var options = ["Make a Knuckler", "Make a Gun", "Make a pair of gloves"]; for (var i = 0; i < options.length; i++) { selStr += "\r\n#b#L" + i + "# " + options[i] + "#l#k"; } cm.sendSimple(selStr); } else if (status == 1 && mode == 1) { selectedType = selection; if (selectedType == 0) { //Making a Knuckler var selStr = "As long as you bring in the materials required, I'll make you a fine Knuckler. Which Knuckler would you like to make?"; var knucklers = ["Leather Arms (Level limit: 15, Pirate)", "Double Tail Knuckler (Level limit: 20, Pirate)", "Norman Grip (Level limit: 25, Pirate)", "Prime Hands (Level limit: 30, Pirate)", "Silver Maiden (Level limit: 35, Pirate)", "Neozard (Level limit: 40, Pirate)", "Fury Claw (Level limit: 50, Pirate)"]; for (var i = 0; i < knucklers.length; i++) { selStr += "\r\n#b#L" + i + "# " + knucklers[i] + "#l#k"; } equip = true; cm.sendSimple(selStr); } else if (selectedType == 1) { //Making a Gun var selStr = "As long as you bring in the materials required, I'll make you a fine Gun. Which Gun would you like to make?"; var guns = ["Dellinger Special (Level limit: 15, Pirate)", "The Negotiator (Level limit: 20, Pirate)", "Golden Hook (Level limit: 25, Pirate)", "Cold Mind (Level limit: 30, Pirate)", "Shooting Star (Level limit: 35, Pirate)", "Lunar Shooter (Level limit: 40, Pirate)", "Mr. Rasfelt (Level limit: 50, Pirate)"]; for (var i = 0; i < guns.length; i++) { selStr += "\r\n#b#L" + i + "# " + guns[i] + "#l#k"; } equip = true; cm.sendSimple(selStr); } else if (selectedType == 2) { //Making a pair of pirate gloves var selStr = "As long as you bring in the materials required, I'll make you a fine glove. Which glove would you like to make?"; var gloves = ["Green Lagger Halfglove", "Brown Leather Armour Glove", "Hard Leather Glove", "Yellow Tartis", "Brown Jewelled", "Brown Barbee", "Brown Royce", "Black Schult"]; for (var i = 0; i < gloves.length; i++) { selStr += "\r\n#b#L" + i + "# " + gloves[i] + "#l#k"; } equip = true; cm.sendSimple(selStr); } if (equip) { status++; } } else if (status == 3 && mode == 1) { if (equip) { selectedItem = selection; qty = 1; } else { qty = (selection > 0) ? selection : (selection < 0 ? -selection : 1); } if (selectedType == 0) { //Making a Knuckler var itemSet = [1482001, 1482002, 1482003, 1482004, 1482005, 1482006, 1482007]; var matSet = [4000021, [4011001, 4011000, 4000021, 4003000], [4011000, 4011001, 4003000], [4011000, 4011001, 4000021, 4003000], [4011000, 4011001, 4000021, 4003000], [4011000, 4011001, 4021000, 4000021, 4003000], [4000039, 4011000, 4011001, 4000030, 4000021, 4003000]]; var matQtySet = [20, [1, 1, 10, 5], [2, 1, 10], [1, 1, 30, 10], [2, 2, 30, 20], [1, 1, 2, 50, 20], [150, 1, 2, 20, 20, 20]]; var costSet = [1000, 2000, 5000, 15000, 30000, 50000, 100000]; var levelLimitSet = [15, 20, 25, 30, 35, 40, 50]; item = itemSet[selectedItem]; mats = matSet[selectedItem]; matQty = matQtySet[selectedItem]; cost = costSet[selectedItem]; levelLimit = levelLimitSet[selectedItem]; } else if (selectedType == 1) { //Making a Gun var itemSet = [1492001, 1492002, 1492003, 1492004, 1492005, 1492006, 1492007]; var matSet = [[4011000, 4003000, 4003001], [4011000, 4003000, 4003001, 4000021], [4011000, 4003000], [4011001, 4000021, 4003000], [4011006, 4011001, 4000021, 4003000], [4011004, 4011001, 4000021, 4003000], [4011006, 4011004, 4011001, 4000030, 4003000]]; var matQtySet = [[1, 5, 1], [1, 10, 5, 10], [2, 10], [2, 10, 10], [10, 2, 5, 10], [1, 2, 10, 20], [1, 2, 4, 30, 30]]; var costSet = [1000, 2000, 5000, 15000, 30000, 50000, 100000]; var levelLimitSet = [15, 20, 25, 30, 35, 40, 50]; item = itemSet[selectedItem]; mats = matSet[selectedItem]; matQty = matQtySet[selectedItem]; cost = costSet[selectedItem]; levelLimit = levelLimitSet[selectedItem]; } else if (selectedType == 2) { //Making a pair of pirate gloves var itemSet = [1082180, 1082183, 1082186, 1082189, 1082192, 1082195, 1082198, 1082201]; var matSet = [[4000021, 4021003], 4000021, [4011000, 4000021], [4021006, 4000021, 4003000], [4011000, 4000021, 4003000], [4000021, 4011000, 4011001, 4003000], [4011000, 4000021, 4000030, 4003000], [4011007, 4021008, 4021007, 4000030, 4003000]]; var matQtySet = [[15, 1], 35, [2, 20], [2, 50, 10], [3, 60, 15], [80, 3, 3, 25], [3, 20, 40, 30], [1, 1, 1, 50, 50]]; var costSet = [1000, 8000, 15000, 25000, 30000, 40000, 50000, 70000]; var levelLimitSet = [15, 20, 25, 30, 35, 40, 50, 60]; item = itemSet[selectedItem]; mats = matSet[selectedItem]; matQty = matQtySet[selectedItem]; cost = costSet[selectedItem]; levelLimit = levelLimitSet[selectedItem]; } prompt = "Making one #t" + item + "# requires the items listed below. The level limit for this item is " + levelLimit + ", so check and make sure you really need this item before getting it. What do you think? Do you really want one?\r\n"; if (mats instanceof Array) { for (var i = 0; i < mats.length; i++) { prompt += "\r\n#i" + mats[i] + "# " + matQty[i] * qty + " #t" + mats[i] + "#"; } } else { prompt += "\r\n#i" + mats + "# " + matQty * qty + " #t" + mats + "#"; } if (cost > 0) { prompt += "\r\n#i4031138# " + cost * qty + " meso"; } cm.sendYesNo(prompt); } else if (status == 4 && mode == 1) { var pass = true; if (!cm.canHold(item)) { cm.sendOk("Check your inventory for a free slot first."); cm.dispose(); return; } else if (cm.getMeso() < cost * qty) { cm.sendNext("Check and make sure you have all the necessary items to make this. Also, make sure your Equips inventory has room. I can't give you the item if your inventory is full, you know."); cm.dispose(); return; } else { if (mats instanceof Array) { for (var i = 0; pass && i < mats.length; i++) { if (!cm.haveItem(mats[i], matQty[i] * qty)) { pass = false; } } } else if (!cm.haveItem(mats, matQty * qty)) { pass = false; } /*if (mats instanceof Array) { for(var i = 0; pass && i < mats.length; i++) { if (matQty[i] * qty == 1) { if (!cm.haveItem(mats[i])) { pass = false; } } else { var count = 0; var iter = cm.getChar().getInventory(InventoryType.ETC).listById(mats[i]).iterator(); while (iter.hasNext()) { count += iter.next().getQuantity(); } if (count < matQty[i] * qty) pass = false; } } } else { var count = 0; var iter = cm.getChar().getInventory(InventoryType.ETC).listById(mats).iterator(); while (iter.hasNext()) { count += iter.next().getQuantity(); } if (count < matQty * qty) pass = false; } */ } if (pass == false) { cm.sendNext("Check and make sure you have all the necessary items to make this. Also, make sure your Equips inventory has room. I can't give you the item if your inventory is full, you know."); } else { if (mats instanceof Array) { for (var i = 0; i < mats.length; i++) { cm.gainItem(mats[i], -matQty[i] * qty); } } else { cm.gainItem(mats, -matQty * qty); } if (cost > 0) { cm.gainMeso(-cost * qty); } if (item == 4003000)//screws { cm.gainItem(4003000, 15 * qty); } else { cm.gainItem(item, qty); } cm.sendOk("All done. If you need anything else... Well, I'm not going anywhere."); } cm.dispose(); } }