/* Serryl (1091003) Location: The Nautilus */ /** Author: xQuasar */ function start() { 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 (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; 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.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(); } }