Reformat and clean up npc scripts

This commit is contained in:
P0nk
2021-09-09 23:35:02 +02:00
parent 0c1545f81d
commit d893309b4f
665 changed files with 19932 additions and 19046 deletions

View File

@@ -4,198 +4,193 @@
*/
/**
Author: xQuasar
*/
Author: xQuasar
*/
function start() {
cm.getPlayer().setCS(true);
status = -1;
action(1, 0, 0);
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 = new Array("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 = new Array("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 = new Array("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 = new Array ("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 (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";
}
if (selectedType == 0){ //Making a Knuckler
var itemSet = new Array(1482001, 1482002, 1482003, 1482004, 1482005, 1482006, 1482007);
var matSet = new Array(4000021, new Array(4011001,4011000,4000021,4003000), new Array(4011000,4011001,4003000), new Array(4011000,4011001,4000021,4003000), new Array(4011000,4011001,4000021,4003000), new Array(4011000,4011001,4021000,4000021,4003000), new Array(4000039,4011000,4011001,4000030,4000021,4003000));
var matQtySet = new Array(20, new Array(1,1,10,5), new Array(2,1,10), new Array(1,1,30,10), new Array(2,2,30,20), new Array(1,1,2,50,20), new Array(150,1,2,20,20,20));
var costSet = new Array(1000,2000,5000,15000,30000,50000,100000);
var levelLimitSet = new Array(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 = new Array(1492001, 1492002, 1492003, 1492004, 1492005, 1492006, 1492007);
var matSet = new Array(new Array(4011000,4003000,4003001), new Array(4011000,4003000,4003001,4000021), new Array(4011000,4003000), new Array(4011001,4000021,4003000), new Array(4011006,4011001,4000021,4003000), new Array(4011004,4011001,4000021,4003000), new Array(4011006,4011004,4011001,4000030,4003000));
var matQtySet = new Array(new Array(1,5,1), new Array(1,10,5,10), new Array(2,10), new Array(2,10,10), new Array(10,2,5,10), new Array(1,2,10,20), new Array(1,2,4,30,30));
var costSet = new Array (1000,2000,5000,15000,30000,50000,100000);
var levelLimitSet = new Array(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 = new Array(1082180, 1082183, 1082186, 1082189, 1082192, 1082195, 1082198, 1082201);
var matSet = new Array(new Array(4000021,4021003),4000021,new Array(4011000,4000021),new Array(4021006,4000021,4003000),new Array(4011000,4000021,4003000),new Array(4000021,4011000,4011001,4003000),new Array(4011000,4000021,4000030,4003000),new Array(4011007,4021008,4021007,4000030,4003000));
var matQtySet = new Array(new Array(15,1),35,new Array(2,20),new Array(2,50,10),new Array(3,60,15),new Array(80,3,3,25),new Array(3,20,40,30),new Array(1,1,1,50,50));
var costSet = new Array(1000,8000,15000,25000,30000,40000,50000,70000);
var levelLimitSet = new Array(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;
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(!cm.canHold(item)) {
cm.sendOk("Check your inventory for a free slot first.");
cm.dispose();
return;
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.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();
}
} 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();
}
}