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

@@ -43,133 +43,132 @@ function start() {
cm.dispose();
return;
}
cm.getPlayer().setCS(true);
status = -1;
action(1, 0, 0);
}
function action(mode, type, selection) {
if (mode == 1)
if (mode == 1) {
status++;
else
} else {
cm.dispose();
}
if (status == 0 && mode == 1) {
var selStr = "Hey, partner! If you have the right goods, I can turn it into something very nice...#b"
var options = new Array("Weapon Forging","Weapon Upgrading");
for (var i = 0; i < options.length; i++)
var options = ["Weapon Forging", "Weapon Upgrading"];
for (var i = 0; i < options.length; i++) {
selStr += "\r\n#L" + i + "# " + options[i] + "#l";
}
cm.sendSimple(selStr);
}
else if (status == 1 && mode == 1) {
} else if (status == 1 && mode == 1) {
selectedType = selection;
if (selectedType == 0){ //weapon forge
if (selectedType == 0) { //weapon forge
var selStr = "So, what kind of weapon would you like me to forge?#b";
var weapon = new Array ("#t2070018#","#t1382060#","#t1442068#","#t1452060#");
for (var i = 0; i < weapon.length; i++)
var weapon = ["#t2070018#", "#t1382060#", "#t1442068#", "#t1452060#"];
for (var i = 0; i < weapon.length; i++) {
selStr += "\r\n#L" + i + "# " + weapon[i] + "#l";
}
cm.sendSimple(selStr);
}
else if (selectedType == 1){ //weapon upgrade
} else if (selectedType == 1) { //weapon upgrade
var selStr = "An upgraded weapon? Of course, but note that upgrades won't carry over to the new item... #b";
var weapon = new Array ("#t1472074#","#t1472073#","#t1472075#","#t1332079#","#t1332078#","#t1332080#","#t1462054#","#t1462053#","#t1462055#","#t1402050#","#t1402049#","#t1402051#");
for (var i = 0; i < weapon.length; i++)
var weapon = ["#t1472074#", "#t1472073#", "#t1472075#", "#t1332079#", "#t1332078#", "#t1332080#", "#t1462054#", "#t1462053#", "#t1462055#", "#t1402050#", "#t1402049#", "#t1402051#"];
for (var i = 0; i < weapon.length; i++) {
selStr += "\r\n#L" + i + "# " + weapon[i] + "#l";
}
cm.sendSimple(selStr);
}
}
else if (status == 2 && mode == 1) {
} else if (status == 2 && mode == 1) {
qty = 1;
selectedItem = selection;
if (selectedType == 0){ // weapon forge
var itemSet = new Array(2070018,1382060,1442068,1452060);
var matSet = new Array(new Array(4032015, 4032016, 4032017, 4021008, 4032005), new Array(4032016,4032017,4032004,4032005,4032012,4005001), new Array(4032015,4032017,4032004,4032005,4032012,4005000), new Array(4032015,4032016,4032004,4032005,4032012,4005002));
var matQtySet = new Array(new Array(1,1,1,100,30), new Array(1,1,400,10,30,4), new Array(1,1,500,40,20,4), new Array(1,1,300,75,10,4));
var costSet = new Array(70000,70000,70000,70000);
if (selectedType == 0) { // weapon forge
var itemSet = [2070018, 1382060, 1442068, 1452060];
var matSet = [[4032015, 4032016, 4032017, 4021008, 4032005], [4032016, 4032017, 4032004, 4032005, 4032012, 4005001], [4032015, 4032017, 4032004, 4032005, 4032012, 4005000], [4032015, 4032016, 4032004, 4032005, 4032012, 4005002]];
var matQtySet = [[1, 1, 1, 100, 30], [1, 1, 400, 10, 30, 4], [1, 1, 500, 40, 20, 4], [1, 1, 300, 75, 10, 4]];
var costSet = [70000, 70000, 70000, 70000];
item = itemSet[selectedItem];
mats = matSet[selectedItem];
matQty = matQtySet[selectedItem];
cost = costSet[selectedItem];
} else if (selectedType == 1) { // weapon upgrade
var itemSet = [1472074, 1472073, 1472075, 1332079, 1332078, 1332080, 1462054, 1462053, 1462055, 1402050, 1402049, 1402051];
var matSet = [[4032017, 4005001, 4021008], [4032015, 4005002, 4021008], [4032016, 4005000, 4021008], [4032017, 4005001, 4021008], [4032015, 4005002, 4021008], [4032016, 4005000, 4021008], [4032017, 4005001, 4021008], [4032015, 4005002, 4021008], [4032016, 4005000, 4021008], [4032017, 4005001, 4021008], [4032015, 4005002, 4021008], [4032016, 4005000, 4021008]];
var matQtySet = [[1, 10, 20], [1, 10, 30], [1, 5, 20], [1, 10, 20], [1, 10, 30], [1, 5, 20], [1, 10, 20], [1, 10, 30], [1, 5, 20], [1, 10, 20], [1, 10, 30], [1, 5, 20]];
var costSet = [75000, 50000, 50000, 75000, 50000, 50000, 75000, 50000, 50000, 75000, 50000, 50000];
item = itemSet[selectedItem];
mats = matSet[selectedItem];
matQty = matQtySet[selectedItem];
cost = costSet[selectedItem];
}
else if (selectedType == 1){ // weapon upgrade
var itemSet = new Array(1472074,1472073,1472075,1332079,1332078,1332080,1462054,1462053,1462055,1402050,1402049,1402051);
var matSet = new Array(new Array(4032017,4005001,4021008), new Array(4032015,4005002,4021008), new Array(4032016,4005000,4021008),new Array(4032017,4005001,4021008), new Array(4032015,4005002,4021008), new Array(4032016,4005000,4021008), new Array(4032017,4005001,4021008), new Array(4032015,4005002,4021008), new Array(4032016,4005000,4021008), new Array(4032017,4005001,4021008), new Array(4032015,4005002,4021008), new Array(4032016,4005000,4021008));
var matQtySet = new Array(new Array(1,10,20),new Array(1,10,30),new Array(1,5,20),new Array(1,10,20),new Array(1,10,30),new Array(1,5,20),new Array(1,10,20),new Array(1,10,30),new Array(1,5,20),new Array(1,10,20),new Array(1,10,30),new Array(1,5,20));
var costSet = new Array (75000,50000,50000,75000,50000,50000,75000,50000,50000,75000,50000,50000);
item = itemSet[selectedItem];
mats = matSet[selectedItem];
matQty = matQtySet[selectedItem];
cost = costSet[selectedItem];
}
var prompt = "You want me to make ";
if (qty == 1)
if (qty == 1) {
prompt += "a #t" + item + "#?";
else
} else {
prompt += qty + " #t" + item + "#?";
}
prompt += " 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 (mats instanceof Array){
for(var i = 0; i < mats.length; i++){
prompt += "\r\n#i"+mats[i]+"# " + matQty[i] * qty + " #t" + mats[i] + "#";
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 + "#";
}
else {
prompt += "\r\n#i"+mats+"# " + matQty * qty + " #t" + mats + "#";
}
if (cost > 0)
if (cost > 0) {
prompt += "\r\n#i4031138# " + cost * qty + " meso";
}
cm.sendYesNo(prompt);
}
else if (status == 3 && mode == 1) {
} else if (status == 3 && mode == 1) {
var complete = true;
var recvItem = item, recvQty;
recvQty = qty;
if(!cm.canHold(recvItem, recvQty)) {
if (!cm.canHold(recvItem, recvQty)) {
cm.sendOk("Check your inventory for a free slot first.");
cm.dispose();
return;
}
else if (cm.getMeso() < cost * qty)
{
} else if (cm.getMeso() < cost * qty) {
cm.sendOk("I am afraid you don't have enough to pay me, partner. Please check this out first, ok?");
cm.dispose();
return;
}
else
{
} else {
if (mats instanceof Array) {
for(var i = 0; complete && i < mats.length; i++)
if (!cm.haveItem(mats[i], matQty[i] * qty))
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))
}
}
} else if (!cm.haveItem(mats, matQty * qty)) {
complete = false;
}
}
if (!complete)
if (!complete) {
cm.sendOk("Hey, I need those items to craft properly, you know?");
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] * qty);
}
}
else
} else {
cm.gainItem(mats, -matQty * qty);
if (cost > 0)
}
if (cost > 0) {
cm.gainMeso(-cost * qty);
}
cm.gainItem(recvItem, recvQty);
cm.sendOk("All done. If you need anything else... Well, I'm not going anywhere.");
}