Reformat and clean up npc scripts
This commit is contained in:
@@ -43,133 +43,132 @@ function start() {
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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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status = -1;
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action(1, 0, 0);
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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 = "Hey, partner! If you have the right goods, I can turn it into something very nice...#b"
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var options = new Array("Weapon Forging","Weapon Upgrading");
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for (var i = 0; i < options.length; i++)
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var options = ["Weapon Forging", "Weapon Upgrading"];
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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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if (selectedType == 0){ //weapon forge
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if (selectedType == 0) { //weapon forge
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var selStr = "So, what kind of weapon would you like me to forge?#b";
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var weapon = new Array ("#t2070018#","#t1382060#","#t1442068#","#t1452060#");
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for (var i = 0; i < weapon.length; i++)
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var weapon = ["#t2070018#", "#t1382060#", "#t1442068#", "#t1452060#"];
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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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else if (selectedType == 1){ //weapon upgrade
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} else if (selectedType == 1) { //weapon upgrade
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var selStr = "An upgraded weapon? Of course, but note that upgrades won't carry over to the new item... #b";
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var weapon = new Array ("#t1472074#","#t1472073#","#t1472075#","#t1332079#","#t1332078#","#t1332080#","#t1462054#","#t1462053#","#t1462055#","#t1402050#","#t1402049#","#t1402051#");
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for (var i = 0; i < weapon.length; i++)
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var weapon = ["#t1472074#", "#t1472073#", "#t1472075#", "#t1332079#", "#t1332078#", "#t1332080#", "#t1462054#", "#t1462053#", "#t1462055#", "#t1402050#", "#t1402049#", "#t1402051#"];
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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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qty = 1;
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selectedItem = selection;
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if (selectedType == 0){ // weapon forge
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var itemSet = new Array(2070018,1382060,1442068,1452060);
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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));
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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));
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var costSet = new Array(70000,70000,70000,70000);
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if (selectedType == 0) { // weapon forge
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var itemSet = [2070018, 1382060, 1442068, 1452060];
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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]];
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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]];
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var costSet = [70000, 70000, 70000, 70000];
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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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} else if (selectedType == 1) { // weapon upgrade
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var itemSet = [1472074, 1472073, 1472075, 1332079, 1332078, 1332080, 1462054, 1462053, 1462055, 1402050, 1402049, 1402051];
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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]];
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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]];
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var costSet = [75000, 50000, 50000, 75000, 50000, 50000, 75000, 50000, 50000, 75000, 50000, 50000];
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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 == 1){ // weapon upgrade
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var itemSet = new Array(1472074,1472073,1472075,1332079,1332078,1332080,1462054,1462053,1462055,1402050,1402049,1402051);
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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));
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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));
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var costSet = new Array (75000,50000,50000,75000,50000,50000,75000,50000,50000,75000,50000,50000);
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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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var prompt = "You want me to make ";
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if (qty == 1)
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if (qty == 1) {
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prompt += "a #t" + item + "#?";
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else
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} else {
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prompt += qty + " #t" + item + "#?";
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}
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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";
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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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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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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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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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}
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else if (status == 3 && mode == 1) {
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} else if (status == 3 && mode == 1) {
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var complete = true;
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var recvItem = item, recvQty;
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recvQty = qty;
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if(!cm.canHold(recvItem, recvQty)) {
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if (!cm.canHold(recvItem, recvQty)) {
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cm.sendOk("Check your inventory for a free slot first.");
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cm.dispose();
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return;
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}
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else if (cm.getMeso() < cost * qty)
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{
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} else if (cm.getMeso() < cost * qty) {
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cm.sendOk("I am afraid you don't have enough to pay me, partner. Please check this out first, ok?");
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cm.dispose();
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return;
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}
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else
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{
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} else {
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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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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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else if (!cm.haveItem(mats, matQty * qty))
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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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}
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if (!complete)
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if (!complete) {
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cm.sendOk("Hey, I need those items to craft properly, you know?");
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else {
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} else {
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if (mats instanceof Array) {
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for (var i = 0; i < mats.length; i++){
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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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}
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else
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} else {
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cm.gainItem(mats, -matQty * qty);
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if (cost > 0)
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}
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if (cost > 0) {
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cm.gainMeso(-cost * qty);
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}
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cm.gainItem(recvItem, recvQty);
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cm.sendOk("All done. If you need anything else... Well, I'm not going anywhere.");
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}
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