Reformat and clean up npc scripts
This commit is contained in:
@@ -41,228 +41,208 @@ function start() {
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}
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function action(mode, type, selection) {
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if (mode == 1)
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if (mode == 1) {
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status++;
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else
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} else {
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cm.dispose();
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}
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if (status == 0 && mode == 1) {
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var selStr = "Ah, you've found me! I spend most of my time here, working on weapons to make for travellers like yourself. Did you have a request?#b"
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var options = new Array("What's a stimulator?","Create a Warrior weapon","Create a Bowman weapon","Create a Magician weapon","Create a Thief weapon",
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"Create a Warrior weapon with a Stimulator","Create a Bowman weapon with a Stimulator","Create a Magician weapon with a Stimulator","Create a Thief weapon with a Stimulator");
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for (var i = 0; i < options.length; i++){
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var options = ["What's a stimulator?", "Create a Warrior weapon", "Create a Bowman weapon", "Create a Magician weapon", "Create a Thief weapon",
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"Create a Warrior weapon with a Stimulator", "Create a Bowman weapon with a Stimulator", "Create a Magician weapon with a Stimulator", "Create a Thief weapon with a Stimulator"];
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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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else if (status == 1 && mode == 1) {
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} else if (status == 1 && mode == 1) {
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selectedType = selection;
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var selStr;
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var weapon;
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if (selectedType > 4)
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{
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if (selectedType > 4) {
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stimulator = true;
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selectedType -= 4;
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}
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else
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} else {
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stimulator = false;
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}
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if (selectedType == 0) { //What's a stim?
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cm.sendNext("A stimulator is a special potion that I can add into the process of creating certain items. It gives it stats as though it had dropped from a monster. However, it is possible to have no change, and it is also possible for the item to be below average. There's also a 10% chance of not getting any item when using a stimulator, so please choose wisely.")
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cm.dispose();
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}
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else if (selectedType == 1){ //warrior weapon
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} else if (selectedType == 1) { //warrior weapon
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selStr = "Very well, then which Warrior weapon shall I work on?#b";
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weapon = new Array ("Gladius#k - Lv. 30 One-Handed Sword#b","Cutlus#k - Lv. 35 One-Handed Sword#b","Traus#k - Lv. 40 One-Handed Sword#b","Jeweled Katar#k - Lv. 50 One-Handed Sword#b","Fireman's Axe#k - Lv. 30 One-Handed Axe#b","Dankke#k - Lv. 35 One-Handed Axe#b","Blue Counter#k - Lv. 40 One-Handed Axe#b","Buck#k - Lv. 50 One-Handed Axe#b",
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"War Hammer#k - Lv. 30 One-Handed BW#b","Heavy Hammer#k - Lv. 35 One-Handed BW#b","Jacker#k - Lv. 40 One-Handed BW#b","Knuckle Mace#k - Lv. 50 One-Handed BW#b","Scimitar#k - Lv. 30 Two-Handed Sword#b","Lionheart#k - Lv. 35 Two-Handed Sword#b","Zard#k - Lv. 40 Two-Handed Sword#b","Lion's Fang#k - Lv. 50 Two-Handed Sword#b",
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"Blue Axe#k - Lv. 30 Two-Handed Axe#b","Niam#k - Lv. 35 Two-Handed Axe#b","Sabretooth#k - Lv. 40 Two-Handed Axe#b","The Rising#k - Lv. 50 Two-Handed Axe#b","Mithril Maul#k - Lv. 30 Two-Handed BW#b","Sledgehammer#k - Lv. 35 Two-Handed BW#b","Titan#k - Lv. 40 Two-Handed BW#b","Golden Mole#k - Lv. 50 Two-Handed BW#b",
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"Forked Spear#k - Lv. 30 Spear#b","Nakimaki#k - Lv. 35 Spear#b","Zeco#k - Lv. 40 Spear#b","Serpent's Tongue#k - Lv. 50 Spear#b","Mithril Polearm#k - Lv. 30 Polearm#b","Axe Polearm#k - Lv. 35 Polearm#b","Crescent Polearm#k - Lv. 40 Polearm#b","The Nine Dragons#k - Lv. 50 Polearm#b");
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}
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else if (selectedType == 2){ //bowman weapon
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weapon = ["Gladius#k - Lv. 30 One-Handed Sword#b", "Cutlus#k - Lv. 35 One-Handed Sword#b", "Traus#k - Lv. 40 One-Handed Sword#b", "Jeweled Katar#k - Lv. 50 One-Handed Sword#b", "Fireman's Axe#k - Lv. 30 One-Handed Axe#b", "Dankke#k - Lv. 35 One-Handed Axe#b", "Blue Counter#k - Lv. 40 One-Handed Axe#b", "Buck#k - Lv. 50 One-Handed Axe#b",
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"War Hammer#k - Lv. 30 One-Handed BW#b", "Heavy Hammer#k - Lv. 35 One-Handed BW#b", "Jacker#k - Lv. 40 One-Handed BW#b", "Knuckle Mace#k - Lv. 50 One-Handed BW#b", "Scimitar#k - Lv. 30 Two-Handed Sword#b", "Lionheart#k - Lv. 35 Two-Handed Sword#b", "Zard#k - Lv. 40 Two-Handed Sword#b", "Lion's Fang#k - Lv. 50 Two-Handed Sword#b",
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"Blue Axe#k - Lv. 30 Two-Handed Axe#b", "Niam#k - Lv. 35 Two-Handed Axe#b", "Sabretooth#k - Lv. 40 Two-Handed Axe#b", "The Rising#k - Lv. 50 Two-Handed Axe#b", "Mithril Maul#k - Lv. 30 Two-Handed BW#b", "Sledgehammer#k - Lv. 35 Two-Handed BW#b", "Titan#k - Lv. 40 Two-Handed BW#b", "Golden Mole#k - Lv. 50 Two-Handed BW#b",
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"Forked Spear#k - Lv. 30 Spear#b", "Nakimaki#k - Lv. 35 Spear#b", "Zeco#k - Lv. 40 Spear#b", "Serpent's Tongue#k - Lv. 50 Spear#b", "Mithril Polearm#k - Lv. 30 Polearm#b", "Axe Polearm#k - Lv. 35 Polearm#b", "Crescent Polearm#k - Lv. 40 Polearm#b", "The Nine Dragons#k - Lv. 50 Polearm#b"];
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} else if (selectedType == 2) { //bowman weapon
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selStr = "Very well, then which Bowman weapon shall I work on?#b";
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weapon = new Array ("Ryden#k - Lv. 30 Bow#b","Red Viper#k - Lv. 35 Bow#b","Vaulter 2000#k - Lv. 40 Bow#b","Olympus#k - Lv. 50 Bow#b","Eagle Crow#k - Bowman Lv. 32#b","Heckler#k - Bowman Lv. 38#b","Silver Crow#k - Bowman Lv. 42#b","Rower#k - Bowman Lv. 50#b");
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}
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else if (selectedType == 3){ //magician weapon
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weapon = ["Ryden#k - Lv. 30 Bow#b", "Red Viper#k - Lv. 35 Bow#b", "Vaulter 2000#k - Lv. 40 Bow#b", "Olympus#k - Lv. 50 Bow#b", "Eagle Crow#k - Bowman Lv. 32#b", "Heckler#k - Bowman Lv. 38#b", "Silver Crow#k - Bowman Lv. 42#b", "Rower#k - Bowman Lv. 50#b"];
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} else if (selectedType == 3) { //magician weapon
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selStr = "Very well, then which Magician weapon shall I work on?#b";
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weapon = new Array ("Mithril Wand#k - Lv. 28 Wand#b","Wizard Wand#k - Lv. 33 Wand#b","Fairy Wand#k - Lv. 38 Wand#b","Cromi#k - Lv. 48 Wand#b","Wizard Staff#k - Lv. 25 Staff#b","Arc Staff#k - Lv. 45 Staff#b","Thorns#k - Lv. 55 Staff#b");
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}
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else if (selectedType == 4){ //thief weapon; claws vary depending if stimulator is being used
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weapon = ["Mithril Wand#k - Lv. 28 Wand#b", "Wizard Wand#k - Lv. 33 Wand#b", "Fairy Wand#k - Lv. 38 Wand#b", "Cromi#k - Lv. 48 Wand#b", "Wizard Staff#k - Lv. 25 Staff#b", "Arc Staff#k - Lv. 45 Staff#b", "Thorns#k - Lv. 55 Staff#b"];
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} else if (selectedType == 4) { //thief weapon; claws vary depending if stimulator is being used
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selStr = "Very well, then which Thief weapon shall I work on?#b";
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if (!stimulator)
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weapon = new Array ("Reef Claw#k - Lv. 30 LUK Dagger#b","Cass#k - Lv. 30 STR Dagger#b","Gephart#k - Lv. 35 LUK Dagger#b","Bazlud#k - Lv. 40 STR Dagger#b","Sai#k - Lv. 50 STR Dagger#b","Shinkita#k - Lv. 50 LUK Dagger#b",
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"Steel Guards#k - Lv. 30 Claw#b","Bronze Guardian#k - Lv. 35 Claw#b","Steel Avarice#k - Lv. 40 Claw#b","Steel Slain#k - Lv. 50 Claw#b");
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else
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weapon = new Array ("Reef Claw#k - Lv. 30 LUK Dagger#b","Cass#k - Lv. 30 STR Dagger#b","Gephart#k - Lv. 35 LUK Dagger#b","Bazlud#k - Lv. 40 STR Dagger#b","Sai#k - Lv. 50 STR Dagger#b","Shinkita#k - Lv. 50 LUK Dagger#b",
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"Mithril Guards#k - Lv. 30 Claw#b","Adamantium Guards#k - Lv. 30 Claw#b","Silver Guardian#k - Lv. 35 Claw#b","Dark Guardian#k - Lv. 35 Claw#b","Blood Avarice#k - Lv. 40 Claw#b","Adamantium Avarice#k - Lv. 40 Claw#b",
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"Dark Avarice#k - Lv. 40 Claw#b","Blood Slain#k - Lv. 50 Claw#b","Sapphire Slain#k - Lv. 50 Claw#b","Dark Slain#k - Lv. 50 Claw#b");
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if (!stimulator) {
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weapon = ["Reef Claw#k - Lv. 30 LUK Dagger#b", "Cass#k - Lv. 30 STR Dagger#b", "Gephart#k - Lv. 35 LUK Dagger#b", "Bazlud#k - Lv. 40 STR Dagger#b", "Sai#k - Lv. 50 STR Dagger#b", "Shinkita#k - Lv. 50 LUK Dagger#b",
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"Steel Guards#k - Lv. 30 Claw#b", "Bronze Guardian#k - Lv. 35 Claw#b", "Steel Avarice#k - Lv. 40 Claw#b", "Steel Slain#k - Lv. 50 Claw#b"];
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} else {
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weapon = ["Reef Claw#k - Lv. 30 LUK Dagger#b", "Cass#k - Lv. 30 STR Dagger#b", "Gephart#k - Lv. 35 LUK Dagger#b", "Bazlud#k - Lv. 40 STR Dagger#b", "Sai#k - Lv. 50 STR Dagger#b", "Shinkita#k - Lv. 50 LUK Dagger#b",
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"Mithril Guards#k - Lv. 30 Claw#b", "Adamantium Guards#k - Lv. 30 Claw#b", "Silver Guardian#k - Lv. 35 Claw#b", "Dark Guardian#k - Lv. 35 Claw#b", "Blood Avarice#k - Lv. 40 Claw#b", "Adamantium Avarice#k - Lv. 40 Claw#b",
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"Dark Avarice#k - Lv. 40 Claw#b", "Blood Slain#k - Lv. 50 Claw#b", "Sapphire Slain#k - Lv. 50 Claw#b", "Dark Slain#k - Lv. 50 Claw#b"];
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}
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}
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if (selectedType != 0)
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{
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for (var i = 0; i < weapon.length; i++){
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if (selectedType != 0) {
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for (var i = 0; i < weapon.length; i++) {
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selStr += "\r\n#L" + i + "# " + weapon[i] + "#l";
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}
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cm.sendSimple(selStr);
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}
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}
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else if (status == 2 && mode == 1) {
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} else if (status == 2 && mode == 1) {
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selectedItem = selection;
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if (selectedType == 1){ //warrior weapon
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var itemSet = new Array(1302008,1302004,1302009,1302010,1312005,1312006,1312007,1312008,1322014,1322015,1322016,1322017,1402002,1402006,1402007,1402003,1412006,1412004,1412005,1412003,1422001,1422008,1422007,1422005,1432002,1432003,1432005,1432004,1442001,1442003,1442009,1442005);
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var matSet = new Array(new Array(4131000,4011001,4011004,4003000),new Array(4131000,4011006,4011001,4021006,4003000),new Array(4131000,4011006,4011001,4021000,4003000),new Array(4131000,4005000,4021008,4011006,4021003,4003000),
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new Array(4131001,4011001,4021000,4003000),new Array(4131001,4011001,4021000,4011004,4003000),new Array(4131001,4021005,4011001,4021001,4003000),new Array(4131001,4005000,4021008,4011004,4011001,4003000),
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new Array(4131002,4011001,4011000,4003000),new Array(4131002,4011001,4011000,4011003,4003000),new Array(4131002,4011003,4011001,4011004,4003000),new Array(4131002,4005000,4021008,4011006,4011001,4003000),
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new Array(4131003,4011001,4021000,4021004,4003000),new Array(4131003,4011006,4011001,4021004,4003000),new Array(4131003,4021003,4011000,4011001,4003000),new Array(4131003,4005000,4021007,4011006,4011001,4003000),
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new Array(4131004,4021005,4011001,4003001,4003000),new Array(4131004,4011004,4011000,4021003,4003000),new Array(4131004,4011006,4011004,4011001,4003000),new Array(4131004,4005000,4021007,4011006,4021006,4003000),
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new Array(4131005,4011001,4011004,4003000),new Array(4131005,4011001,4011000,4003001,4003000),new Array(4131005,4011001,4011004,4011006,4003000),new Array(4131005,4005000,4021008,4021006,4011006,4003000),
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new Array(4131006,4011000,4011004,4003000),new Array(4131006,4011001,4011002,4021000,4003000),new Array(4131006,4011004,4011001,4011000,4003000),new Array(4131006,4005000,4021008,4011000,4021000,4003000),
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new Array(4131007,4011000,4011002,4003000),new Array(4131007,4011001,4011002,4003000),new Array(4131007,4011006,4011002,4011001,4003000),new Array(4131007,4005000,4021007,4011001,4011002,4003000));
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var matQtySet = new Array(new Array(1,2,2,30),new Array(1,1,5,3,35),new Array(1,3,5,5,40),new Array(1,1,2,4,10,50),
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new Array(1,2,2,30),new Array(1,5,5,3,35),new Array(1,7,5,5,40),new Array(1,1,2,8,10,50),
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new Array(1,2,2,30),new Array(1,5,5,3,35),new Array(1,7,5,5,40),new Array(1,1,2,4,10,50),
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new Array(1,2,1,2,35),new Array(1,1,5,5,40),new Array(1,7,5,5,45),new Array(1,1,2,4,10,55),
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new Array(1,2,2,5,35),new Array(1,5,5,3,40),new Array(1,3,5,5,45),new Array(1,1,2,5,7,55),
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new Array(1,2,3,35),new Array(1,5,5,10,40),new Array(1,5,5,3,45),new Array(1,1,2,7,5,55),
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new Array(1,2,3,40),new Array(1,5,5,3,45),new Array(1,3,5,5,50),new Array(1,1,2,7,5,60),
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new Array(1,2,3,40),new Array(1,5,5,40),new Array(1,3,5,5,50),new Array(1,1,2,7,5,60));
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var costSet = new Array(18000,35000,70000,200000,18000,35000,70000,200000,18000,35000,70000,200000,20000,37000,72000,220000,20000,37000,72000,220000,20000,37000,72000,220000,22000,39000,74000,240000,22000,39000,74000,240000);
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if (selectedType == 1) { //warrior weapon
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var itemSet = [1302008, 1302004, 1302009, 1302010, 1312005, 1312006, 1312007, 1312008, 1322014, 1322015, 1322016, 1322017, 1402002, 1402006, 1402007, 1402003, 1412006, 1412004, 1412005, 1412003, 1422001, 1422008, 1422007, 1422005, 1432002, 1432003, 1432005, 1432004, 1442001, 1442003, 1442009, 1442005];
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var matSet = [[4131000, 4011001, 4011004, 4003000], [4131000, 4011006, 4011001, 4021006, 4003000], [4131000, 4011006, 4011001, 4021000, 4003000], [4131000, 4005000, 4021008, 4011006, 4021003, 4003000],
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[4131001, 4011001, 4021000, 4003000], [4131001, 4011001, 4021000, 4011004, 4003000], [4131001, 4021005, 4011001, 4021001, 4003000], [4131001, 4005000, 4021008, 4011004, 4011001, 4003000],
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[4131002, 4011001, 4011000, 4003000], [4131002, 4011001, 4011000, 4011003, 4003000], [4131002, 4011003, 4011001, 4011004, 4003000], [4131002, 4005000, 4021008, 4011006, 4011001, 4003000],
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[4131003, 4011001, 4021000, 4021004, 4003000], [4131003, 4011006, 4011001, 4021004, 4003000], [4131003, 4021003, 4011000, 4011001, 4003000], [4131003, 4005000, 4021007, 4011006, 4011001, 4003000],
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[4131004, 4021005, 4011001, 4003001, 4003000], [4131004, 4011004, 4011000, 4021003, 4003000], [4131004, 4011006, 4011004, 4011001, 4003000], [4131004, 4005000, 4021007, 4011006, 4021006, 4003000],
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[4131005, 4011001, 4011004, 4003000], [4131005, 4011001, 4011000, 4003001, 4003000], [4131005, 4011001, 4011004, 4011006, 4003000], [4131005, 4005000, 4021008, 4021006, 4011006, 4003000],
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[4131006, 4011000, 4011004, 4003000], [4131006, 4011001, 4011002, 4021000, 4003000], [4131006, 4011004, 4011001, 4011000, 4003000], [4131006, 4005000, 4021008, 4011000, 4021000, 4003000],
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[4131007, 4011000, 4011002, 4003000], [4131007, 4011001, 4011002, 4003000], [4131007, 4011006, 4011002, 4011001, 4003000], [4131007, 4005000, 4021007, 4011001, 4011002, 4003000]];
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var matQtySet = [[1, 2, 2, 30], [1, 1, 5, 3, 35], [1, 3, 5, 5, 40], [1, 1, 2, 4, 10, 50],
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[1, 2, 2, 30], [1, 5, 5, 3, 35], [1, 7, 5, 5, 40], [1, 1, 2, 8, 10, 50],
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[1, 2, 2, 30], [1, 5, 5, 3, 35], [1, 7, 5, 5, 40], [1, 1, 2, 4, 10, 50],
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[1, 2, 1, 2, 35], [1, 1, 5, 5, 40], [1, 7, 5, 5, 45], [1, 1, 2, 4, 10, 55],
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[1, 2, 2, 5, 35], [1, 5, 5, 3, 40], [1, 3, 5, 5, 45], [1, 1, 2, 5, 7, 55],
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[1, 2, 3, 35], [1, 5, 5, 10, 40], [1, 5, 5, 3, 45], [1, 1, 2, 7, 5, 55],
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[1, 2, 3, 40], [1, 5, 5, 3, 45], [1, 3, 5, 5, 50], [1, 1, 2, 7, 5, 60],
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[1, 2, 3, 40], [1, 5, 5, 40], [1, 3, 5, 5, 50], [1, 1, 2, 7, 5, 60]];
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var costSet = [18000, 35000, 70000, 200000, 18000, 35000, 70000, 200000, 18000, 35000, 70000, 200000, 20000, 37000, 72000, 220000, 20000, 37000, 72000, 220000, 20000, 37000, 72000, 220000, 22000, 39000, 74000, 240000, 22000, 39000, 74000, 240000];
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item = itemSet[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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else if (selectedType == 2){ //bowman weapon
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var itemSet = new Array(1452005,1452006,1452007,1452008,1462004,1462005,1462006,1462007);
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var matSet = new Array(new Array(4131010,4011001,4011006,4021003,4021006,4003000),new Array(4131010,4011004,4021000,4021004,4003000),new Array(4131010,4021008,4011001,4011006,4003000,4000112),new Array(4131010,4005002,4021008,4011001,4021005,4003000),
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new Array(4131011,4011001,4011005,4021006,4003001,4003000),new Array(4131011,4021008,4011001,4011006,4021006,4003000),new Array(4131011,4021008,4011004,4003001,4003000),new Array(4131011,4021008,4011006,4021006,4003001,4003000));
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var matQtySet = new Array(new Array(1,5,5,3,3,30),new Array(1,7,6,3,35),new Array(1,1,10,3,40,100),new Array(1,1,2,10,6,50),new Array(1,5,5,3,50,15),new Array(1,1,8,4,2,30),new Array(1,2,6,30,30),new Array(1,2,5,3,40,40));
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var costSet = new Array(15000,20000,40000,100000,15000,25000,41000,100000);
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} else if (selectedType == 2) { //bowman weapon
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var itemSet = [1452005, 1452006, 1452007, 1452008, 1462004, 1462005, 1462006, 1462007];
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var matSet = [[4131010, 4011001, 4011006, 4021003, 4021006, 4003000], [4131010, 4011004, 4021000, 4021004, 4003000], [4131010, 4021008, 4011001, 4011006, 4003000, 4000112], [4131010, 4005002, 4021008, 4011001, 4021005, 4003000],
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[4131011, 4011001, 4011005, 4021006, 4003001, 4003000], [4131011, 4021008, 4011001, 4011006, 4021006, 4003000], [4131011, 4021008, 4011004, 4003001, 4003000], [4131011, 4021008, 4011006, 4021006, 4003001, 4003000]];
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var matQtySet = [[1, 5, 5, 3, 3, 30], [1, 7, 6, 3, 35], [1, 1, 10, 3, 40, 100], [1, 1, 2, 10, 6, 50], [1, 5, 5, 3, 50, 15], [1, 1, 8, 4, 2, 30], [1, 2, 6, 30, 30], [1, 2, 5, 3, 40, 40]];
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var costSet = [15000, 20000, 40000, 100000, 15000, 25000, 41000, 100000];
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item = itemSet[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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else if (selectedType == 3){ //magician weapon
|
||||
var itemSet = new Array(1372003,1372001,1372000,1372007,1382002,1382001,1382006);
|
||||
var matSet = new Array(new Array(4131008,4011002,4021002,4003000),new Array(4131008,4021006,4011002,4011001,4003000),new Array(4131008,4021006,4021005,4021007,4003003,4003000),new Array(4131008,4011006,4021003,4021007,4021002,4003000),
|
||||
new Array(4131009,4021006,4021001,4011001,4003000),new Array(4131009,4011001,4021006,4021001,4021005,4003000),new Array(4131009,4005001,4021008,4011006,4011004,4003000));
|
||||
var matQtySet = new Array(new Array(1,3,1,10),new Array(1,5,3,1,15),new Array(1,5,5,1,1,20),new Array(1,4,3,2,1,30),new Array(1,2,1,1,15),new Array(1,8,5,5,5,30),new Array(1,2,2,5,10,40));
|
||||
var costSet = new Array(15000,30000,60000,100000,10000,80000,200000);
|
||||
} else if (selectedType == 3) { //magician weapon
|
||||
var itemSet = [1372003, 1372001, 1372000, 1372007, 1382002, 1382001, 1382006];
|
||||
var matSet = [[4131008, 4011002, 4021002, 4003000], [4131008, 4021006, 4011002, 4011001, 4003000], [4131008, 4021006, 4021005, 4021007, 4003003, 4003000], [4131008, 4011006, 4021003, 4021007, 4021002, 4003000],
|
||||
[4131009, 4021006, 4021001, 4011001, 4003000], [4131009, 4011001, 4021006, 4021001, 4021005, 4003000], [4131009, 4005001, 4021008, 4011006, 4011004, 4003000]];
|
||||
var matQtySet = [[1, 3, 1, 10], [1, 5, 3, 1, 15], [1, 5, 5, 1, 1, 20], [1, 4, 3, 2, 1, 30], [1, 2, 1, 1, 15], [1, 8, 5, 5, 5, 30], [1, 2, 2, 5, 10, 40]];
|
||||
var costSet = [15000, 30000, 60000, 100000, 10000, 80000, 200000];
|
||||
item = itemSet[selectedItem];
|
||||
mats = matSet[selectedItem];
|
||||
matQty = matQtySet[selectedItem];
|
||||
cost = costSet[selectedItem];
|
||||
}
|
||||
else if (selectedType == 4){ //thief weapon; claws vary depending if stimulator is being used
|
||||
if (!stimulator){
|
||||
var itemSet = new Array(1332012,1332009,1332014,1332011,1332016,1332003,1472008,1472011,1472014,1472018);
|
||||
var matSet = new Array(new Array(4131012,4011002,4011001,4003000),new Array(4131012,4021005,4011001,4003000),new Array(4131012,4021005,4011001,4011002,4003000),new Array(4131012,4011001,4011006,4021006,4003000),new Array(4131012,4005003,4021008,4011004,4011001,4003000),new Array(4131012,4005003,4021007,4011006,4011001,4003000),
|
||||
new Array(4131013,4011000,4011001,4000021,4003000),new Array(4131013,4011000,4011001,4000021,4003000),new Array(4131013,4011000,4011001,4000021,4003000),new Array(4131013,4011000,4011001,4000030,4003000));
|
||||
var matQtySet = new Array(new Array(1,2,3,30),new Array(1,2,3,30),new Array(1,1,5,3,35),new Array(1,7,3,6,40),new Array(1,1,2,7,10,50),new Array(1,1,2,5,10,50),new Array(1,3,2,50,20),new Array(1,4,2,80,25),new Array(1,3,2,100,30),new Array(1,4,2,40,35));
|
||||
var costSet = new Array(20000,20000,33000,73000,230000,230000,15000,30000,40000,50000);
|
||||
}
|
||||
else{
|
||||
var itemSet = new Array(1332012,1332009,1332014,1332011,1332016,1332003,1472009,1472010,1472012,1472013,1472015,1472016,1472017,1472019,1472020,1472021);
|
||||
var matSet = new Array(new Array(4131012,4011002,4011001,4003000),new Array(4131012,4021005,4011001,4003000),new Array(4131012,4021005,4011001,4011002,4003000),new Array(4131012,4011001,4011006,4021006,4003000),new Array(4131012,4005003,4021008,4011004,4011001,4003000),new Array(4131012,4005003,4021007,4011006,4011001,4003000),
|
||||
new Array(4131013,1472008,4011002),new Array(4131013,1472008,4011003),new Array(4131013,1472011,4011004),new Array(4131013,1472011,4021008),new Array(4131013,1472014,4021000),new Array(4131013,1472014,4011003),new Array(4131013,1472014,4021008),new Array(4131013,1472018,4021000),new Array(4131013,1472018,4021005),
|
||||
new Array(4131013,1472018,4005003,4021008));
|
||||
var matQtySet = new Array(new Array(1,2,3,30),new Array(1,2,3,30),new Array(1,1,5,3,35),new Array(1,7,3,6,40),new Array(1,1,2,7,10,50),new Array(1,1,2,5,10,50),new Array(1,1,3),new Array(1,1,3),new Array(1,1,4),new Array(1,1,1),new Array(1,1,5),new Array(1,1,5),new Array(1,1,2),new Array(1,1,6),new Array(1,1,6),new Array(1,1,1,3));
|
||||
var costSet = new Array(20000,20000,33000,73000,230000,230000,10000,15000,20000,25000,30000,30000,35000,40000,40000,50000);
|
||||
} else if (selectedType == 4) { //thief weapon; claws vary depending if stimulator is being used
|
||||
if (!stimulator) {
|
||||
var itemSet = [1332012, 1332009, 1332014, 1332011, 1332016, 1332003, 1472008, 1472011, 1472014, 1472018];
|
||||
var matSet = [[4131012, 4011002, 4011001, 4003000], [4131012, 4021005, 4011001, 4003000], [4131012, 4021005, 4011001, 4011002, 4003000], [4131012, 4011001, 4011006, 4021006, 4003000], [4131012, 4005003, 4021008, 4011004, 4011001, 4003000], [4131012, 4005003, 4021007, 4011006, 4011001, 4003000],
|
||||
[4131013, 4011000, 4011001, 4000021, 4003000], [4131013, 4011000, 4011001, 4000021, 4003000], [4131013, 4011000, 4011001, 4000021, 4003000], [4131013, 4011000, 4011001, 4000030, 4003000]];
|
||||
var matQtySet = [[1, 2, 3, 30], [1, 2, 3, 30], [1, 1, 5, 3, 35], [1, 7, 3, 6, 40], [1, 1, 2, 7, 10, 50], [1, 1, 2, 5, 10, 50], [1, 3, 2, 50, 20], [1, 4, 2, 80, 25], [1, 3, 2, 100, 30], [1, 4, 2, 40, 35]];
|
||||
var costSet = [20000, 20000, 33000, 73000, 230000, 230000, 15000, 30000, 40000, 50000];
|
||||
} else {
|
||||
var itemSet = [1332012, 1332009, 1332014, 1332011, 1332016, 1332003, 1472009, 1472010, 1472012, 1472013, 1472015, 1472016, 1472017, 1472019, 1472020, 1472021];
|
||||
var matSet = [[4131012, 4011002, 4011001, 4003000], [4131012, 4021005, 4011001, 4003000], [4131012, 4021005, 4011001, 4011002, 4003000], [4131012, 4011001, 4011006, 4021006, 4003000], [4131012, 4005003, 4021008, 4011004, 4011001, 4003000], [4131012, 4005003, 4021007, 4011006, 4011001, 4003000],
|
||||
[4131013, 1472008, 4011002], [4131013, 1472008, 4011003], [4131013, 1472011, 4011004], [4131013, 1472011, 4021008], [4131013, 1472014, 4021000], [4131013, 1472014, 4011003], [4131013, 1472014, 4021008], [4131013, 1472018, 4021000], [4131013, 1472018, 4021005],
|
||||
[4131013, 1472018, 4005003, 4021008]];
|
||||
var matQtySet = [[1, 2, 3, 30], [1, 2, 3, 30], [1, 1, 5, 3, 35], [1, 7, 3, 6, 40], [1, 1, 2, 7, 10, 50], [1, 1, 2, 5, 10, 50], [1, 1, 3], [1, 1, 3], [1, 1, 4], [1, 1, 1], [1, 1, 5], [1, 1, 5], [1, 1, 2], [1, 1, 6], [1, 1, 6], [1, 1, 1, 3]];
|
||||
var costSet = [20000, 20000, 33000, 73000, 230000, 230000, 10000, 15000, 20000, 25000, 30000, 30000, 35000, 40000, 40000, 50000];
|
||||
}
|
||||
item = itemSet[selectedItem];
|
||||
mats = matSet[selectedItem];
|
||||
matQty = matQtySet[selectedItem];
|
||||
cost = costSet[selectedItem];
|
||||
}
|
||||
|
||||
|
||||
var prompt = "You want me to make a #t" + item + "#? In that case, I'm going to need specific items from you in order to make it. Make sure you have room in your inventory, though!#b";
|
||||
|
||||
if(stimulator){
|
||||
if (stimulator) {
|
||||
stimID = mats[0] - 998; //stim ID for a weapon = manual ID for weapon - 998
|
||||
prompt += "\r\n#i"+stimID+"# 1 #t" + stimID + "#";
|
||||
prompt += "\r\n#i" + stimID + "# 1 #t" + stimID + "#";
|
||||
}
|
||||
|
||||
if (mats instanceof Array){
|
||||
for(var i = 0; i < mats.length; i++){
|
||||
prompt += "\r\n#i"+mats[i]+"# " + matQty[i] + " #t" + mats[i] + "#";
|
||||
if (mats instanceof Array) {
|
||||
for (var i = 0; i < mats.length; i++) {
|
||||
prompt += "\r\n#i" + mats[i] + "# " + matQty[i] + " #t" + mats[i] + "#";
|
||||
}
|
||||
} else {
|
||||
prompt += "\r\n#i" + mats + "# " + matQty + " #t" + mats + "#";
|
||||
}
|
||||
else {
|
||||
prompt += "\r\n#i"+mats+"# " + matQty + " #t" + mats + "#";
|
||||
}
|
||||
|
||||
if (cost > 0)
|
||||
|
||||
if (cost > 0) {
|
||||
prompt += "\r\n#i4031138# " + cost + " meso";
|
||||
|
||||
}
|
||||
|
||||
cm.sendYesNo(prompt);
|
||||
}
|
||||
else if (status == 3 && mode == 1) {
|
||||
} else if (status == 3 && mode == 1) {
|
||||
var complete = true;
|
||||
|
||||
if(!cm.canHold(item, 1)) {
|
||||
|
||||
if (!cm.canHold(item, 1)) {
|
||||
cm.sendOk("Verify for a slot in your inventory first.");
|
||||
cm.dispose();
|
||||
return;
|
||||
}
|
||||
else if (cm.getMeso() < cost)
|
||||
{
|
||||
} else if (cm.getMeso() < cost) {
|
||||
cm.sendOk("I'm afraid my fees are non-negotiable.");
|
||||
cm.dispose();
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
if (mats instanceof Array) {
|
||||
for(var i = 0; complete && i < mats.length; i++)
|
||||
{
|
||||
for (var i = 0; complete && i < mats.length; i++) {
|
||||
if (matQty[i] * selection == 1) {
|
||||
if (!cm.haveItem(mats[i]))
|
||||
{
|
||||
if (!cm.haveItem(mats[i])) {
|
||||
complete = false;
|
||||
}
|
||||
} else {
|
||||
if (!cm.haveItem(mats[i], matQty[i] * selection)) {
|
||||
complete = false;
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (!cm.haveItem(mats[i],matQty[i] * selection)) complete=false;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (!cm.haveItem(mats, matQty * selection)) {
|
||||
complete = false;
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (!cm.haveItem(mats,matQty * selection)) complete=false;
|
||||
}
|
||||
}
|
||||
|
||||
if (stimulator){ //check for stimulator
|
||||
if (!cm.haveItem(stimID))
|
||||
{
|
||||
|
||||
if (stimulator) { //check for stimulator
|
||||
if (!cm.haveItem(stimID)) {
|
||||
complete = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (!complete)
|
||||
|
||||
if (!complete) {
|
||||
cm.sendOk("Sorry, but you're missing a required item. Possibly a manual? Or one of the ores?");
|
||||
else {
|
||||
} else {
|
||||
if (mats instanceof Array) {
|
||||
for (var i = 0; i < mats.length; i++){
|
||||
for (var i = 0; i < mats.length; i++) {
|
||||
cm.gainItem(mats[i], -matQty[i]);
|
||||
}
|
||||
}
|
||||
else
|
||||
} else {
|
||||
cm.gainItem(mats, -matQty);
|
||||
|
||||
}
|
||||
|
||||
cm.gainMeso(-cost);
|
||||
if (stimulator){ //check for stimulator
|
||||
if (stimulator) { //check for stimulator
|
||||
cm.gainItem(stimID, -1);
|
||||
var deleted = Math.floor(Math.random() * 10);
|
||||
if (deleted != 0)
|
||||
{
|
||||
if (deleted != 0) {
|
||||
cm.gainItem(item, 1, true, true);
|
||||
cm.sendOk("Heeere you go! What do you think? Marvellous, isn't it?");
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
cm.sendOk("...ACK! My attention wandered, and before I knew it... Uh, sorry, but there's nothing I can do for you now.");
|
||||
}
|
||||
}
|
||||
else //just give basic item
|
||||
} else //just give basic item
|
||||
{
|
||||
cm.gainItem(item, 1);
|
||||
cm.sendOk("Heeere you go! What do you think? Marvellous, isn't it?");
|
||||
|
||||
Reference in New Issue
Block a user