Made NPCs now work properly on multiworld system. Solved multiple issues regarding Player Shops not giving back items properly when owner exits. Added restriction on changing channels at FM rooms, preventing shop owner entering Cash Shop.
255 lines
13 KiB
JavaScript
255 lines
13 KiB
JavaScript
/*
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This file is part of the OdinMS Maple Story Server
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Copyright (C) 2008 Patrick Huy <patrick.huy@frz.cc>
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Matthias Butz <matze@odinms.de>
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Jan Christian Meyer <vimes@odinms.de>
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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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/* JM from tha Streetz
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Victoria Road: Kerning City (103000000)
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Refining NPC:
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* Gloves
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* Glove Upgrade
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* Claw
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* Claw Upgrade
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* Processed Wood/Screws
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* Note: JM by default is used as a Megaphone shop. To move this shop to Frederick in the FM,
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* following MySQL command:
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* UPDATE `shops` SET `npcid`='9030000' WHERE (`shopid`='0')
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*/
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var status = 0;
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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 mats;
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var matQty;
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var cost;
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var qty;
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var equip;
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function start() {
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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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status++;
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else
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cm.dispose();
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if (status == 0 && mode == 1) {
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var selStr = "Pst... If you have the right goods, I can turn it into something niice...#b"
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var options = new Array("Create a glove","Upgrade a glove","Create a claw","Upgrade a claw","Create materials");
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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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else if (status == 1 && mode == 1) {
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selectedType = selection;
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if (selectedType == 0){ //glove refine
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var selStr = "So, what kind of glove would you like me to make?#b";
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var gloves = new Array ("Work Gloves#k - Common Lv. 10#b","Brown Duo#k - Thief Lv. 15#b","Blue Duo#k - Thief Lv. 15#b","Black Duo#k - Thief Lv. 15#b","Bronze Mischief#k - Thief Lv. 20#b","Bronze Wolfskin#k - Thief Lv. 25#b","Steel Sylvia#k - Thief Lv. 30#b",
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"Steel Arbion#k - Thief Lv. 35#b","Red Cleave#k - Thief Lv. 40#b","Blue Moon Glove#k - Thief Lv. 50#b","Bronze Pow#k - Thief Lv. 60#b");
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for (var i = 0; i < gloves.length; i++)
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selStr += "\r\n#L" + i + "# " + gloves[i] + "#l";
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equip = true;
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cm.sendSimple(selStr);
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}
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else if (selectedType == 1){ //glove upgrade
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var selStr = "An upgraded glove? Sure thing, but note that upgrades won't carry over to the new item... #b";
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var gloves = new Array ("Mithril Mischief#k - Thief Lv. 20#b","Dark Mischief#k - Thief Lv. 20#b","Mithril Wolfskin#k - Thief Lv. 25#b",
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"Dark Wolfskin#k - Thief Lv. 25#b","Silver Sylvia#k - Thief Lv. 30#b","Gold Sylvia#k - Thief Lv. 30#b","Orihalcon Arbion#k - Thief Lv. 35#b","Gold Arbion#k - Thief Lv. 35#b","Gold Cleave#k - Thief Lv. 40#b",
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"Dark Cleave#k - Thief Lv. 40#b","Red Moon Glove#k - Thief Lv. 50#b","Brown Moon Glove#k - Thief Lv. 50#b","Silver Pow#k - Thief Lv. 60#b","Gold Pow#k - Thief Lv. 60#b");
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for (var i = 0; i < gloves.length; i++)
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selStr += "\r\n#L" + i + "# " + gloves[i] + "#l";
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equip = true;
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cm.sendSimple(selStr);
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}
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else if (selectedType == 2){ //claw refine
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var selStr = "So, what kind of claw would you like me to make?#b";
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var claws = new Array ("Steel Titans#k - Thief Lv. 15#b","Bronze Igor#k - Thief Lv. 20#b","Meba#k - Thief Lv. 25#b","Steel Guards#k - Thief Lv. 30#b","Bronze Guardian#k - Thief Lv. 35#b","Steel Avarice#k - Thief Lv. 40#b","Steel Slain#k - Thief Lv. 50#b");
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for (var i = 0; i < claws.length; i++){
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selStr += "\r\n#L" + i + "# " + claws[i] + "#l";
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}
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equip = true;
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cm.sendSimple(selStr);
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}
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else if (selectedType == 3){ //claw upgrade
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var selStr = "An upgraded claw? Sure thing, but note that upgrades won't carry over to the new item...#b";
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var claws = new Array ("Mithril Titans#k - Thief Lv. 15#b","Gold Titans#k - Thief Lv. 15#b","Steel Igor#k - Thief Lv. 20#b","Adamantium Igor#k - Thief Lv. 20#b","Mithril Guards#k - Thief Lv. 30#b","Adamantium Guards#k - Thief Lv. 30#b",
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"Silver Guardian#k - Thief Lv. 35#b","Dark Guardian#k - Thief Lv. 35#b","Blood Avarice#k - Thief Lv. 40#b","Adamantium Avarice#k - Thief Lv. 40#b","Dark Avarice#k - Thief Lv. 40#b","Blood Slain#k - Thief Lv. 50#b","Sapphire Slain#k - Thief Lv. 50#b");
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for (var i = 0; i < claws.length; i++){
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selStr += "\r\n#L" + i + "# " + claws[i] + "#l";
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}
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equip = true;
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cm.sendSimple(selStr);
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}
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else if (selectedType == 4){ //material refine
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var selStr = "Materials? I know of a few materials that I can make for you...#b";
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var materials = new Array ("Make Processed Wood with Tree Branch","Make Processed Wood with Firewood","Make Screws (packs of 15)");
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for (var i = 0; i < materials.length; i++){
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selStr += "\r\n#L" + i + "# " + materials[i] + "#l";
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}
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equip = false;
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cm.sendSimple(selStr);
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}
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if (equip)
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status++;
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}
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else if (status == 2 && mode == 1) {
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selectedItem = selection;
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if (selectedType == 4){ //material refine
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var itemSet = new Array (4003001,4003001,4003000);
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var matSet = new Array(4000003,4000018,new Array (4011000,4011001));
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var matQtySet = new Array (10,5,new Array (1,1));
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var costSet = new Array (0,0,0);
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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 = "So, you want me to make some #t" + item + "#s? In that case, how many do you want me to make?";
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cm.sendGetNumber(prompt,1,1,100)
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}
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else if (status == 3 && mode == 1) {
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if (equip)
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{
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selectedItem = selection;
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qty = 1;
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}
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else
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qty = selection;
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if (selectedType == 0){ //glove refine
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var itemSet = new Array(1082002,1082029,1082030,1082031,1082032,1082037,1082042,1082046,1082075,1082065,1082092);
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var matSet = new Array(4000021,new Array(4000021,4000018),new Array(4000021,4000015),new Array(4000021,4000020),new Array(4011000,4000021),new Array(4011000,4011001,4000021),new Array(4011001,4000021,4003000),new Array(4011001,4011000,4000021,4003000),new Array(4021000,4000014,4000021,4003000),new Array(4021005,4021008,4000030,4003000),new Array(4011007,4011000,4021007,4000030,4003000));
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var matQtySet = new Array(15,new Array(30,20),new Array(30,20),new Array(30,20),new Array(2,40),new Array(2,1,10),new Array(2,50,10),new Array(3,1,60,15),new Array(3,200,80,30),new Array(3,1,40,30),new Array(1,8,1,50,50));
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var costSet = new Array(1000,7000,7000,7000,10000,15000,25000,30000,40000,50000,70000);
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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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}
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else if (selectedType == 1){ //glove upgrade
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var itemSet = new Array(1082033,1082034,1082038,1082039,1082043,1082044,1082047,1082045,1082076,1082074,1082067,1082066,1082093,1082094);
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var matSet = new Array(new Array(1082032,4011002),new Array(1082032,4021004),new Array(1082037,4011002),new Array(1082037,4021004),new Array(1082042,4011004),new Array(1082042,4011006),new Array(1082046,4011005),new Array(1082046,4011006),new Array(1082075,4011006),new Array(1082075,4021008),new Array(1082065,4021000),new Array(1082065,4011006,4021008),new Array(1082092,4011001,4000014),new Array(1082092,4011006,4000027));
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var matQtySet = new Array(new Array(1,1),new Array(1,1),new Array(1,2),new Array(1,2),new Array(1,2),new Array(1,1),new Array(1,3),new Array(1,2),new Array(1,4),new Array(1,2),new Array(1,5),new Array(1,2,1),new Array(1,7,200),new Array(1,7,150));
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var costSet = new Array (5000,7000,10000,12000,15000,20000,22000,25000,40000,50000,55000,60000,70000,80000);
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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){ //claw refine
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var itemSet = new Array(1472001,1472004,1472007,1472008,1472011,1472014,1472018);
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var matSet = new Array(new Array(4011001,4000021,4003000),new Array(4011000,4011001,4000021,4003000),new Array(1472000,4011001,4000021,4003001),new Array(4011000,4011001,4000021,4003000),new Array(4011000,4011001,4000021,4003000),new Array(4011000,4011001,4000021,4003000),new Array(4011000,4011001,4000030,4003000));
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var matQtySet = new Array(new Array(1,20,5),new Array(2,1,30,10),new Array(1,3,20,30),new Array(3,2,50,20),new Array(4,2,80,25),new Array(3,2,100,30),new Array(4,2,40,35));
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var costSet = new Array(2000,3000,5000,15000,30000,40000,50000);
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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 == 3){ //claw upgrade
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var itemSet = new Array (1472002,1472003,1472005,1472006,1472009,1472010,1472012,1472013,1472015,1472016,1472017,1472019,1472020);
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var matSet = new Array(new Array(1472001,4011002),new Array(1472001,4011006),new Array(1472004,4011001),new Array(1472004,4011003),new Array(1472008,4011002),new Array(1472008,4011003),new Array(1472011,4011004),new Array(1472011,4021008),new Array(1472014,4021000),new Array(1472014,4011003),new Array(1472014,4021008),new Array(1472018,4021000),new Array(1472018,4021005));
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var matQtySet = new Array (new Array(1,1),new Array(1,1),new Array(1,2),new Array(1,2),new Array(1,3),new Array(1,3),new Array(1,4),new Array(1,1),new Array(1,5),new Array(1,5),new Array(1,2),new Array(1,6),new Array(1,6));
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var costSet = new Array (1000,2000,3000,5000,10000,15000,20000,25000,30000,30000,35000,40000,40000);
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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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prompt += "a #t" + item + "#?";
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else
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prompt += qty + " #t" + item + "#?";
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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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}
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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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prompt += "\r\n#i4031138# " + cost * qty + " meso";
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cm.sendYesNo(prompt);
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}
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else if (status == 4 && mode == 1) {
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var complete = true;
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var recvItem = item, recvQty;
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if (item == 4003000)//screws
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recvQty = 15 * qty;
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else
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recvQty = qty;
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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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cm.sendOk("I'm afraid you cannot afford my services.");
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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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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]))
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complete = false;
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}
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else if (!cm.haveItem(mats, matQty))
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complete = false;
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}
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if (!complete)
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cm.sendOk("What are you trying to pull? I can't make anything unless you bring me what I ask for.");
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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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cm.gainItem(mats[i], -matQty[i] * qty);
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}
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}
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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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cm.gainMeso(-cost * qty);
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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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cm.dispose();
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}
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} |