Fixed a concurrency issue with registering picked items into the inventory, that would render some of the collected items to not be registered. Adjusted buyback fee, now using a value sensitive to the player level (starts scaling from level 30, caps at 120). Edited MaxHP of the boss Shade, now properly scaled to it's level. Fixed return scroll and summon bags being usable inside BRPQ rest points. Added missing etc drop data for the Extras/Leaders mobs from Zipangu. Implemented pet tameness gain on quests. Fixed a concurrency issue with the pet spawn handler, allowing possible PE exploits. Adjusted drop rates of omok pieces and match cards, now somewhat GMS-like. Shadow Meso now properly dispels mobs wdef/mdef up, as the skill description suggests. Fixed Shadow Meso using up projectiles (it should use only mesos).
196 lines
9.4 KiB
JavaScript
196 lines
9.4 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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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 = [1122018,1122007,1122001,1122002,1122003,1122004,1122005,1122006,1122058];
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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], [4001344, 4003001, 4003004, 4003005], [4001344, 4003001, 4003004, 4003005], [4001344, 4003001, 4003004, 4003005], [4001344, 4003001, 4003004, 4003005], [4001344, 4003001, 4003004, 4003005], [4001344, 4003001, 4003004, 4003005], [1122007, 4003002, 4000413]];
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var matQtySet = [[20, 20, 5, 1], [5, 5, 10, 1], [10, 4, 20, 4], [20, 8, 20, 8], [10, 4, 20, 4], [15, 6, 30, 6], [20, 8, 40, 8], [15, 6, 30, 6], [1, 1, 1]];
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var costSet = [150000, 500000, 200000, 400000, 200000, 300000, 400000, 300000, 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], [4000073, 4011008], [4000073, 4011008], [4000073, 4011008, 4000082], [4001006, 4003002, 4003000, 4003001]];
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var matQtySet = [[2, 2, 5, 10], [50, 2], [75, 3], [75, 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 #t" + item + "#?";
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else
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prompt += qty + " #t" + item + "#?";
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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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} |