Remove custom NPC script: Agent E accessory crafter

This commit is contained in:
P0nk
2025-07-22 14:41:19 +02:00
parent c9aa049874
commit 7adce5e2af

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@@ -19,208 +19,9 @@
*/
/* NPC: Agent E (9000036)
Victoria Road : Henesys
Refining NPC:
* Accessories refiner
*
* @author Ronan Lana
*/
var status = -1;
var selectedType = -1;
var selectedItem = -1;
var item;
var items;
var mats;
var matQty;
var cost;
var qty = 1;
var equip;
var maxEqp = 0;
function start() {
const YamlConfig = Java.type('config.YamlConfig');
if (!YamlConfig.config.server.USE_ENABLE_CUSTOM_NPC_SCRIPT) {
cm.sendOk("Hi, I'm #b#p" + cm.getNpc() + "##k.");
cm.dispose();
return;
}
cm.getPlayer().setCS(true);
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";
var options = ["Pendants", "Face accessories", "Eye accessories", "Belts & medals", "Rings"/*,"#t4032496#"*/];
for (var i = 0; i < options.length; i++) {
selStr += "\r\n#L" + i + "# " + options[i] + "#l";
}
cm.sendSimple(selStr);
}
function action(mode, type, selection) {
status++;
if (mode != 1) {
cm.dispose();
return;
}
if (status == 0) {
if (selection == 0) { //pendants
var selStr = "Well, I've got these pendants on my repertoire:#b";
items = [1122018, 1122007, 1122001, 1122003, 1122004, 1122006, 1122002, 1122005, 1122058];
for (var i = 0; i < items.length; i++) {
selStr += "\r\n#L" + i + "##t" + items[i] + "##b";
}
} else if (selection == 1) { //face accessory
var selStr = "Hmm, face accessories? There you go: #b";
items = [1012181, 1012182, 1012183, 1012184, 1012185, 1012186, 1012108, 1012109, 1012110, 1012111];
for (var i = 0; i < items.length; i++) {
selStr += "\r\n#L" + i + "##t" + items[i] + "##b";
}
} else if (selection == 2) { //eye accessory
var selStr = "Got hard sight? Okay, so which glasses do you want me to make?#b";
items = [1022073, 1022088, 1022103, 1022089, 1022082];
for (var i = 0; i < items.length; i++) {
selStr += "\r\n#L" + i + "##t" + items[i] + "##b";
}
} else if (selection == 3) { //belt & medal
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?";
items = [];
maxEqp = 0;
for (var x = 1132005; x < 1132017; maxEqp++, x++) {
items[maxEqp] = x;
}
for (var x = 1142000; x < 1142102; maxEqp++, x++) {
items[maxEqp] = x;
}
for (var x = 1142107; x < 1142121; maxEqp++, x++) {
items[maxEqp] = x;
}
for (var x = 1142122; x < 1142143; maxEqp++, x++) {
items[maxEqp] = x;
}
selStr += "\r\n#L" + i + "##bTry it!#b";
} else if (selection == 4) { //ring refine
var selStr = "Rings, huh? These are my specialty, go check it yourself!#b";
items = [1112407, 1112408, 1112401, 1112413, 1112414, 1112405, 1112402];
for (var i = 0; i < items.length; i++) {
selStr += "\r\n#L" + i + "##t" + items[i] + "##b";
}
}/*else if (selection == 5) { //make necklace
var selStr = "Need to make #t4032496#?#b";
items = [4032496];
for (var i = 0; i < items.length; i++)
selStr += "\r\n#L" + i + "##t" + items[i] + "##l";
}*/
selectedType = selection;
cm.sendSimple(selStr);
} else if (status == 1) {
if (selectedType != 3) {
selectedItem = selection;
}
if (selectedType == 0) { //pendant refine
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]];
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]];
var costSet = [150000, 500000, 200000, 200000, 300000, 300000, 400000, 400000, 2500000];
} else if (selectedType == 1) { //face accessory refine
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]];
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]];
var costSet = [100000, 200000, 300000, 125000, 250000, 375000, 500000, 500000, 500000, 500000, 25000, 25000, 25000, 25000];
} else if (selectedType == 2) { //eye accessory refine
var matSet = [[4001006, 4003002, 4000082, 4031203], [4001005, 4011008], [4001005, 4011008], [4001005, 4011008, 4000082], [4001006, 4003002, 4003000, 4003001]];
var matQtySet = [[2, 2, 5, 10], [3, 2], [4, 3], [5, 3, 10], [2, 2, 10, 5]];
var costSet = [250000, 250000, 300000, 400000, 200000];
} else if (selectedType == 3) { //belt & medals refine
var matSet = [[4001006, 4003005, 4003004], [7777, 7777]];
var matQtySet = [[2, 5, 10], [7777, 7777]];
var costSet = [15000, 7777];
} else if (selectedType == 4) { //ring refine
var matSet = [[4003001, 4001344, 4006000], [4003001, 4001344, 4006000], [4021004, 4011008], [4011008, 4001006], [1112413, 2022039], [1112414, 4000176], [4011007, 4021009]];
var matQtySet = [[2, 2, 2], [2, 2, 2], [1, 1], [1, 1], [1, 1], [1, 1], [1, 1]];
var costSet = [10000, 10000, 10000, 20000, 15000, 15000, 10000];
}/*else if (selectedType == 5) { //necklace refine
var matSet = [[4011007, 4011008, 4021009]];
var matQtySet = [[1, 1, 1]];
var costSet = [10000];
}*/
if (selectedType == 3) {
selectedItem = Math.floor(Math.random() * maxEqp);
item = items[selectedItem];
mats = matSet[0];
matQty = matQtySet[0];
cost = costSet[0];
} else {
item = items[selectedItem];
mats = matSet[selectedItem];
matQty = matQtySet[selectedItem];
cost = costSet[selectedItem];
}
var prompt = "You want me to make ";
if (selectedType != 3) {
if (qty == 1) {
prompt += "a #b#t" + item + "##k?";
} else {
prompt += "#b" + qty + " #t" + item + "##k?";
}
} else {
prompt += "a #bbelt#k or a #bmedal#k?";
}
prompt += " Right! I will need some items to make that item. Make sure you have a #bfree slot#k in your inventory!#b";
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 == 2) {
if (cm.getMeso() < (cost * qty)) {
cm.sendOk("This is the fee I charge to make my items! No credit.");
} else {
var complete = true;
if (mats instanceof Array) {
for (var i = 0; complete && i < mats.length; i++) {
if (!cm.haveItem(mats[i], matQty[i] * qty)) {
complete = false;
}
}
} else if (!cm.haveItem(mats, matQty * qty)) {
complete = false;
}
if (!complete) {
cm.sendOk("Are you sure you got all the items required? Double check it!");
} else {
if (cm.canHold(item, qty)) {
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));
}
cm.gainMeso(-(cost * qty));
cm.gainItem(item, qty);
cm.sendOk("The item is done! Take and try this piece of art yourself.");
} else {
cm.sendOk("You got no free slot on your inventory.");
}
}
}
cm.dispose();
}
cm.sendDefault();
cm.dispose();
}