Remove custom NPC script: Agent E accessory crafter
This commit is contained in:
@@ -19,208 +19,9 @@
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*/
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/* NPC: Agent E (9000036)
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Victoria Road : Henesys
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Refining NPC:
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* Accessories refiner
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*
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* @author Ronan Lana
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*/
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var status = -1;
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var selectedType = -1;
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var selectedItem = -1;
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var item;
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var items;
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var mats;
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var matQty;
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var cost;
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var qty = 1;
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var equip;
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var maxEqp = 0;
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function start() {
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const YamlConfig = Java.type('config.YamlConfig');
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if (!YamlConfig.config.server.USE_ENABLE_CUSTOM_NPC_SCRIPT) {
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cm.sendOk("Hi, I'm #b#p" + cm.getNpc() + "##k.");
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cm.dispose();
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return;
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}
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cm.getPlayer().setCS(true);
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var selStr = "Hello, I am the #bAccessory NPC Crafter#k! My works are widely recognized to be too fine, up to the point at which all my items mimic not only the appearance but too the attributes of them! Everything I charge is some 'ingredients' to make them and, of course, a fee for my services. On what kind of equipment are you interessed?#b";
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var options = ["Pendants", "Face accessories", "Eye accessories", "Belts & medals", "Rings"/*,"#t4032496#"*/];
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for (var i = 0; i < options.length; i++) {
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selStr += "\r\n#L" + i + "# " + options[i] + "#l";
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}
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cm.sendSimple(selStr);
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}
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function action(mode, type, selection) {
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status++;
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if (mode != 1) {
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cm.dispose();
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return;
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}
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if (status == 0) {
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if (selection == 0) { //pendants
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var selStr = "Well, I've got these pendants on my repertoire:#b";
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items = [1122018, 1122007, 1122001, 1122003, 1122004, 1122006, 1122002, 1122005, 1122058];
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for (var i = 0; i < items.length; i++) {
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selStr += "\r\n#L" + i + "##t" + items[i] + "##b";
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}
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} else if (selection == 1) { //face accessory
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var selStr = "Hmm, face accessories? There you go: #b";
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items = [1012181, 1012182, 1012183, 1012184, 1012185, 1012186, 1012108, 1012109, 1012110, 1012111];
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for (var i = 0; i < items.length; i++) {
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selStr += "\r\n#L" + i + "##t" + items[i] + "##b";
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}
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} else if (selection == 2) { //eye accessory
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var selStr = "Got hard sight? Okay, so which glasses do you want me to make?#b";
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items = [1022073, 1022088, 1022103, 1022089, 1022082];
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for (var i = 0; i < items.length; i++) {
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selStr += "\r\n#L" + i + "##t" + items[i] + "##b";
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}
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} else if (selection == 3) { //belt & medal
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var selStr = "Hmm... For these, things get a little tricky. Since these items are too short and too similar one another, I don't really know what item will emerge when I finish the synthesis. Still wanna try for something?";
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items = [];
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maxEqp = 0;
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for (var x = 1132005; x < 1132017; maxEqp++, x++) {
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items[maxEqp] = x;
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}
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for (var x = 1142000; x < 1142102; maxEqp++, x++) {
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items[maxEqp] = x;
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}
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for (var x = 1142107; x < 1142121; maxEqp++, x++) {
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items[maxEqp] = x;
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}
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for (var x = 1142122; x < 1142143; maxEqp++, x++) {
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items[maxEqp] = x;
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}
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selStr += "\r\n#L" + i + "##bTry it!#b";
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} else if (selection == 4) { //ring refine
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var selStr = "Rings, huh? These are my specialty, go check it yourself!#b";
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items = [1112407, 1112408, 1112401, 1112413, 1112414, 1112405, 1112402];
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for (var i = 0; i < items.length; i++) {
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selStr += "\r\n#L" + i + "##t" + items[i] + "##b";
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}
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}/*else if (selection == 5) { //make necklace
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var selStr = "Need to make #t4032496#?#b";
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items = [4032496];
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for (var i = 0; i < items.length; i++)
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selStr += "\r\n#L" + i + "##t" + items[i] + "##l";
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}*/
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selectedType = selection;
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cm.sendSimple(selStr);
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} else if (status == 1) {
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if (selectedType != 3) {
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selectedItem = selection;
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}
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if (selectedType == 0) { //pendant refine
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var matSet = [[4003004, 4030012, 4001356, 4000026], [4000026, 4001356, 4000073, 4001006], [4001343, 4011002, 4003004, 4003005], [4001343, 4011006, 4003004, 4003005], [4000091, 4011005, 4003004, 4003005], [4000091, 4011001, 4003004, 4003005], [4000469, 4011000, 4003004, 4003005], [4000469, 4011004, 4003004, 4003005], [1122007, 4003002, 4000413]];
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var matQtySet = [[20, 20, 5, 1], [5, 5, 10, 1], [10, 2, 20, 4], [10, 1, 20, 4], [15, 3, 30, 6], [15, 3, 30, 6], [20, 5, 20, 8], [20, 4, 40, 8], [1, 1, 1]];
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var costSet = [150000, 500000, 200000, 200000, 300000, 300000, 400000, 400000, 2500000];
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} else if (selectedType == 1) { //face accessory refine
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var matSet = [[4006000, 4003004], [4006000, 4003004, 4000026], [4006000, 4003004, 4000026, 4000082, 4003002], [4006000, 4003005], [4006000, 4003005, 4000026], [4006000, 4003005, 4000026, 4000082, 4003002], [4001006, 4011008], [4001006, 4011008], [4001006, 4011008], [4001006, 4011008]];
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var matQtySet = [[5, 5], [5, 5, 5], [5, 5, 5, 5, 1], [5, 5], [5, 5, 5], [5, 5, 5, 5, 1], [1, 1], [1, 1], [1, 1], [1, 1]];
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var costSet = [100000, 200000, 300000, 125000, 250000, 375000, 500000, 500000, 500000, 500000, 25000, 25000, 25000, 25000];
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} else if (selectedType == 2) { //eye accessory refine
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var matSet = [[4001006, 4003002, 4000082, 4031203], [4001005, 4011008], [4001005, 4011008], [4001005, 4011008, 4000082], [4001006, 4003002, 4003000, 4003001]];
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var matQtySet = [[2, 2, 5, 10], [3, 2], [4, 3], [5, 3, 10], [2, 2, 10, 5]];
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var costSet = [250000, 250000, 300000, 400000, 200000];
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} else if (selectedType == 3) { //belt & medals refine
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var matSet = [[4001006, 4003005, 4003004], [7777, 7777]];
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var matQtySet = [[2, 5, 10], [7777, 7777]];
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var costSet = [15000, 7777];
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} else if (selectedType == 4) { //ring refine
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var matSet = [[4003001, 4001344, 4006000], [4003001, 4001344, 4006000], [4021004, 4011008], [4011008, 4001006], [1112413, 2022039], [1112414, 4000176], [4011007, 4021009]];
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var matQtySet = [[2, 2, 2], [2, 2, 2], [1, 1], [1, 1], [1, 1], [1, 1], [1, 1]];
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var costSet = [10000, 10000, 10000, 20000, 15000, 15000, 10000];
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}/*else if (selectedType == 5) { //necklace refine
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var matSet = [[4011007, 4011008, 4021009]];
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var matQtySet = [[1, 1, 1]];
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var costSet = [10000];
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}*/
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if (selectedType == 3) {
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selectedItem = Math.floor(Math.random() * maxEqp);
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item = items[selectedItem];
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mats = matSet[0];
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matQty = matQtySet[0];
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cost = costSet[0];
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} else {
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item = items[selectedItem];
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mats = matSet[selectedItem];
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matQty = matQtySet[selectedItem];
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cost = costSet[selectedItem];
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}
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var prompt = "You want me to make ";
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if (selectedType != 3) {
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if (qty == 1) {
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prompt += "a #b#t" + item + "##k?";
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} else {
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prompt += "#b" + qty + " #t" + item + "##k?";
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}
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} else {
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prompt += "a #bbelt#k or a #bmedal#k?";
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}
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prompt += " Right! I will need some items to make that item. Make sure you have a #bfree slot#k in your inventory!#b";
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if (mats instanceof Array) {
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for (var i = 0; i < mats.length; i++) {
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prompt += "\r\n#i" + mats[i] + "# " + (matQty[i] * qty) + " #t" + mats[i] + "#";
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}
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} else {
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prompt += "\r\n#i" + mats + "# " + (matQty * qty) + " #t" + mats + "#";
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}
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if (cost > 0) {
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prompt += "\r\n#i4031138# " + (cost * qty) + " meso";
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}
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cm.sendYesNo(prompt);
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} else if (status == 2) {
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if (cm.getMeso() < (cost * qty)) {
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cm.sendOk("This is the fee I charge to make my items! No credit.");
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} else {
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var complete = true;
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if (mats instanceof Array) {
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for (var i = 0; complete && i < mats.length; i++) {
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if (!cm.haveItem(mats[i], matQty[i] * qty)) {
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complete = false;
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}
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}
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} else if (!cm.haveItem(mats, matQty * qty)) {
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complete = false;
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}
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if (!complete) {
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cm.sendOk("Are you sure you got all the items required? Double check it!");
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} else {
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if (cm.canHold(item, qty)) {
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if (mats instanceof Array) {
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for (var i = 0; i < mats.length; i++) {
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cm.gainItem(mats[i], -(matQty[i] * qty));
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}
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} else {
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cm.gainItem(mats, -(matQty * qty));
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}
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cm.gainMeso(-(cost * qty));
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cm.gainItem(item, qty);
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cm.sendOk("The item is done! Take and try this piece of art yourself.");
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} else {
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cm.sendOk("You got no free slot on your inventory.");
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}
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}
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}
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cm.dispose();
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}
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cm.sendDefault();
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cm.dispose();
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}
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