Improved Alliance invitations now using "invite popups" just like buddy, party and guild invites. Pet autopot now properly uses up pots from the inventory, fetching from other inventory slots when one place has been completely used up but the "stop criteria" hasn't been fulfilled yet. Pet autopot now properly detects pots with healing factor defined by the character's pool. Fixed old exploit with mineral/jewel crafters. Patched Doorway's questlines.
125 lines
4.3 KiB
JavaScript
125 lines
4.3 KiB
JavaScript
/* Jack
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Refining NPC:
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* ITEMMAKE
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*
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* By RonanLana
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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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var last_use; //last item is a use item
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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.sendOk("Very well, see you around.");
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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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var selStr = "Hey, are you aware about the expeditions running right now at the Crimsonwood Keep? So, there is a great opportunity for one to improve themselves, one can rack up experience and loot pretty fast there.";
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cm.sendNext(selStr);
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}
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else if (status == 1) {
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var selStr = "Said so, methinks making use of some strong utility potions can potentially create some differential on the front, and by this I mean to start crafting #b#t2022284##k's to help on the efforts. So, getting right down to business, I'm currently pursuing #rplenty#k of those items: #r#t4032010##k, #r#t4032011##k, #r#t4032012##k, and some funds to support the cause. Would you want to get some of these boosters?";
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cm.sendYesNo(selStr);
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}
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else if (status == 2) {
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//selectedItem = selection;
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selectedItem = 0;
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var itemSet = new Array(2022284, 7777777);
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var matSet = new Array(new Array(4032010, 4032011, 4032012));
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var matQtySet = new Array(new Array(60, 60, 45));
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var costSet = new Array(75000, 7777777);
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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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var prompt = "Ok, I'll be crafting some #t" + item + "#. In that case, how many of those 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) {
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qty = (selection > 0) ? selection : (-selection <= 0 ? 1 : -selection);
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last_use = false;
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var prompt = "So, 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. And make sure you have room 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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}
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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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}
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cm.sendYesNo(prompt);
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}
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else if (status == 4) {
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var complete = true;
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if (cm.getMeso() < cost * qty) {
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cm.sendOk("Well, I DID say I would be needing some funds to craft it, wasn't it?");
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}
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else if(!cm.canHold(item, qty)) {
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cm.sendOk("You didn't check if you got a slot to spare on your inventory before crafting, right?");
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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 (matQty[i] * qty == 1) {
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complete = cm.haveItem(mats[i]);
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} else {
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complete = cm.haveItem(mats[i], matQty[i] * qty);
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}
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}
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} else {
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complete = cm.haveItem(mats, matQty * qty);
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}
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if (!complete)
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cm.sendOk("There are not enough resources on your inventory. Please check it again.");
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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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} else {
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cm.gainItem(mats, -matQty * qty);
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}
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cm.gainMeso(-cost * qty);
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cm.gainItem(item, qty);
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cm.sendOk("There it is! Thanks for your cooperation.");
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}
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}
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cm.dispose();
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}
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} |