Server source now uses Java ThreadPool, recycling used thread resources for next uses. Added Grenade visual effect for other players. Implemented an attempt towards unsynced mob behavior, where reportedly players were able to pin same mob in different sections of the map. Solved several deadlock issues, mostly regarding character synchronized methods, event instance scripts and player/item vision-unvision. Solved an issue where mobs would not cast some skills of it's skillset. Frequent behavior on low-leveled mobs. Fixed a bug on 2nd Maker quest where players could complete it by merely disassembling an equipment. New custom mechanic: equipment merge. Similarly to the Bazaar NPC, every equipment after the selected one is used up, and a fraction of their stat amounts are used as stat gains on the currently equipped items. If restrictions are enabled, players must be high-leveled and Maker lv3 to use it. Skill Storm Break no longer uses up arrows. Added a server flag to allow access for all Aran job skills from the beginning. Implemented Battleship and Super Transformation questline scripts. Fixed a desynchronization within pet position and cash inventory position, that could potentially lead to some inventory issues until relogin. Improved timestamp handling in some handler classes. Spam detection is entirely a server-side matter, hence removed usage of client-sided timestamp content. Refactored some pet response packets, improving some of their behaviors. Fixed some quest issues: Maker lv1 and Omega Sector meteorite one.
202 lines
9.6 KiB
JavaScript
202 lines
9.6 KiB
JavaScript
/*
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This file is part of the HeavenMS MapleStory Server
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Copyleft (L) 2016 - 2018 RonanLana
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU Affero General Public License as
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published by the Free Software Foundation version 3 as published by
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the Free Software Foundation. You may not use, modify or distribute
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this program under any other version of the GNU Affero General Public
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License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Affero General Public License for more details.
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You should have received a copy of the GNU Affero General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* NPC: Agent E (9000036)
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Victoria Road : Henesys
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Refining NPC:
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* Accessories refiner
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*
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* @author Ronan Lana
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*/
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var status = -1;
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var selectedType = -1;
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var selectedItem = -1;
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var item;
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var items;
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var mats;
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var matQty;
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var cost;
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var qty = 1;
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var equip;
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var maxEqp = 0;
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function start() {
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if (!Packages.constants.ServerConstants.USE_ENABLE_CUSTOM_NPC_SCRIPT) {
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cm.sendOk("Hi, I'm #b#p" + cm.getNpc() + "##k.");
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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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var selStr = "Hello, I am the #bAccessory NPC Crafter#k! My works are widely recognized to be too fine, up to the point at which all my items mimic not only the appearance but too the attributes of them! Everything I charge is some 'ingredients' to make them and, of course, a fee for my services. On what kind of equipment are you interessed?#b";
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var options = ["Pendants","Face accessories","Eye accessories","Belts & medals","Rings"/*,"#t4032496#"*/];
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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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cm.sendSimple(selStr);
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}
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function action(mode, type, selection) {
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status++;
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if (mode != 1) {
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cm.dispose();
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return;
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}
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if (status == 0) {
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if (selection == 0) { //pendants
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var selStr = "Well, I've got these pendants on my repertoire:#b";
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items = [1122018,1122007,1122001,1122003,1122004,1122006,1122002,1122005,1122058];
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for (var i = 0; i < items.length; i++)
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selStr += "\r\n#L" + i + "##t" + items[i] + "##b";
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}else if (selection == 1) { //face accessory
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var selStr = "Hmm, face accessories? There you go: #b";
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items = [1012181,1012182,1012183,1012184,1012185,1012186, 1012108, 1012109, 1012110, 1012111];
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for (var i = 0; i < items.length; i++)
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selStr += "\r\n#L" + i + "##t" + items[i] + "##b";
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}else if (selection == 2) { //eye accessory
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var selStr = "Got hard sight? Okay, so which glasses do you want me to make?#b";
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items = [1022073, 1022088, 1022103, 1022089, 1022082];
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for (var i = 0; i < items.length; i++)
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selStr += "\r\n#L" + i + "##t" + items[i] + "##b";
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}else if (selection == 3) { //belt & medal
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var selStr = "Hmm... For these, things get a little tricky. Since these items are too short and too similar one another, I don't really know what item will emerge when I finish the synthesis. Still wanna try for something?";
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items = [];
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maxEqp = 0;
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for (var x = 1132005; x < 1132017; maxEqp++, x++)
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items[maxEqp] = x;
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for (var x = 1142000; x < 1142102; maxEqp++, x++)
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items[maxEqp] = x;
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for (var x = 1142107; x < 1142143; maxEqp++, x++)
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items[maxEqp] = x;
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selStr += "\r\n#L" + i + "##bTry it!#b";
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}else if (selection == 4) { //ring refine
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var selStr = "Rings, huh? These are my specialty, go check it yourself!#b";
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items = [1112407, 1112408, 1112401, 1112413, 1112414, 1112405, 1112402];
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for (var i = 0; i < items.length; i++)
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selStr += "\r\n#L" + i + "##t" + items[i] + "##b";
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}/*else if (selection == 5) { //make necklace
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var selStr = "Need to make #t4032496#?#b";
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items = [4032496];
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for (var i = 0; i < items.length; i++)
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selStr += "\r\n#L" + i + "##t" + items[i] + "##l";
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}*/
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selectedType = selection;
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cm.sendSimple(selStr);
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}else if (status == 1) {
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if (selectedType != 3) selectedItem = selection;
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if (selectedType == 0) { //pendant refine
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var matSet = [[4003004, 4030012, 4001356, 4000026], [4000026, 4001356, 4000073, 4001006], [4001343, 4011002, 4003004, 4003005], [4001343, 4011006, 4003004, 4003005], [4000091, 4011005, 4003004, 4003005], [4000091, 4011001, 4003004, 4003005], [4000469, 4011000, 4003004, 4003005], [4000469, 4011004, 4003004, 4003005], [1122007, 4003002, 4000413]];
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var matQtySet = [[20, 20, 5, 1], [5, 5, 10, 1], [10, 2, 20, 4], [10, 1, 20, 4], [15, 3, 30, 6], [15, 3, 30, 6], [20, 5, 20, 8], [20, 4, 40, 8], [1, 1, 1]];
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var costSet = [150000, 500000, 200000, 200000, 300000, 300000, 400000, 400000, 2500000];
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}else if (selectedType == 1) { //face accessory refine
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var matSet = [[4006000, 4003004],[4006000, 4003004,4000026],[4006000, 4003004,4000026,4000082,4003002],[4006000, 4003005],[4006000, 4003005,4000026],[4006000, 4003005,4000026,4000082,4003002],[4001006, 4011008],[4001006, 4011008],[4001006, 4011008],[4001006, 4011008]];
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var matQtySet = [[5,5],[5,5,5],[5,5,5,5,1],[5,5],[5,5,5],[5,5,5,5,1],[1,1],[1,1],[1,1],[1,1]];
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var costSet = [100000,200000,300000,125000,250000,375000,500000,500000,500000,500000, 25000, 25000, 25000, 25000];
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}else if (selectedType == 2) { //eye accessory refine
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var matSet = [[4001006, 4003002, 4000082, 4031203], [4001005, 4011008], [4001005, 4011008], [4001005, 4011008, 4000082], [4001006, 4003002, 4003000, 4003001]];
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var matQtySet = [[2, 2, 5, 10], [3, 2], [4, 3], [5, 3, 10], [2, 2, 10, 5]];
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var costSet = [250000, 250000, 300000, 400000, 200000];
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}else if (selectedType == 3) { //belt & medals refine
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var matSet = [[4001006, 4003005, 4003004], [7777, 7777]];
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var matQtySet = [[2, 5, 10], [7777, 7777]];
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var costSet = [15000, 7777];
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}else if (selectedType == 4) { //ring refine
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var matSet = [[4003001, 4001344, 4006000], [4003001, 4001344, 4006000], [4021004, 4011008], [4011008, 4001006], [1112413, 2022039], [1112414, 4000176], [4011007, 4021009]];
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var matQtySet = [[2, 2, 2], [2, 2, 2], [1, 1], [1, 1], [1, 1], [1, 1], [1, 1]];
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var costSet = [10000, 10000, 10000, 20000, 15000, 15000, 10000];
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}/*else if (selectedType == 5) { //necklace refine
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var matSet = [[4011007, 4011008, 4021009]];
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var matQtySet = [[1, 1, 1]];
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var costSet = [10000];
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}*/
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if (selectedType == 3) {
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selectedItem = Math.floor(Math.random() * maxEqp);
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item = items[selectedItem];
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mats = matSet[0];
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matQty = matQtySet[0];
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cost = costSet[0];
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}
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else {
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item = items[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(selectedType != 3) {
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if (qty == 1)
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prompt += "a #b#t" + item + "##k?";
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else
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prompt += "#b" + qty + " #t" + item + "##k?";
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}
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else prompt += "a #bbelt#k or a #bmedal#k?";
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prompt += " Right! I will need some items to make that item. Make sure you have a #bfree slot#k in your inventory!#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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else
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prompt += "\r\n#i" + mats + "# " + (matQty * qty) + " #t" + mats + "#";
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if (cost > 0)
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prompt += "\r\n#i4031138# " + (cost * qty) + " meso";
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cm.sendYesNo(prompt);
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}else if (status == 2) {
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if (cm.getMeso() < (cost * qty)) {
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cm.sendOk("This is the fee I charge to make my items! No credit.");
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} else {
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var complete = true;
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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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complete = false;
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} else if (!cm.haveItem(mats, matQty * qty))
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complete = false;
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if (!complete)
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cm.sendOk("Are you sure you got all the items required? Double check it!");
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else {
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if (cm.canHold(item, qty)) {
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if (mats instanceof Array) {
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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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} else
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cm.gainItem(mats, -(matQty * qty));
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cm.gainMeso(-(cost * qty));
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cm.gainItem(item, qty);
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cm.sendOk("The item is done! Take and try this piece of art yourself.");
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} else {
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cm.sendOk("You got no free slot on your inventory.");
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}
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}
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}
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cm.dispose();
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}
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} |