sweetgum83/scripts/npc/9201095.js

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2024-01-19 08:56:28 +00:00
/*
This file is part of the OdinMS Maple Story Server
Copyright (C) 2008 Patrick Huy <patrick.huy@frz.cc>
Matthias Butz <matze@odinms.de>
Jan Christian Meyer <vimes@odinms.de>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as
published by the Free Software Foundation version 3 as published by
the Free Software Foundation. You may not use, modify or distribute
this program under any other version of the GNU Affero General Public
License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/* Fiona
Phantom Forest - Dead Man's Gorge (610010004)
Refining NPC:
* Raven Claw items
* Raven Claw upgrades
*/
var status = 0;
var selectedType = -1;
var selectedItem = -1;
var item;
var mats;
var matQty;
var cost;
var qty;
function start() {
if (cm.getQuestStatus(8225) != 2) {
cm.sendOk("Step aside, novice, we're doing business here.");
cm.dispose();
return;
}
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 = "Hey, partner! If you have the right goods, I can turn it into something very nice...#b"
var options = ["Weapon Forging", "Weapon Upgrading"];
for (var i = 0; i < options.length; i++) {
selStr += "\r\n#L" + i + "# " + options[i] + "#l";
}
cm.sendSimple(selStr);
} else if (status == 1 && mode == 1) {
selectedType = selection;
if (selectedType == 0) { //weapon forge
var selStr = "So, what kind of weapon would you like me to forge?#b";
var weapon = ["#t2070018#", "#t1382060#", "#t1442068#", "#t1452060#"];
for (var i = 0; i < weapon.length; i++) {
selStr += "\r\n#L" + i + "# " + weapon[i] + "#l";
}
cm.sendSimple(selStr);
} else if (selectedType == 1) { //weapon upgrade
var selStr = "An upgraded weapon? Of course, but note that upgrades won't carry over to the new item... #b";
var weapon = ["#t1472074#", "#t1472073#", "#t1472075#", "#t1332079#", "#t1332078#", "#t1332080#", "#t1462054#", "#t1462053#", "#t1462055#", "#t1402050#", "#t1402049#", "#t1402051#"];
for (var i = 0; i < weapon.length; i++) {
selStr += "\r\n#L" + i + "# " + weapon[i] + "#l";
}
cm.sendSimple(selStr);
}
} else if (status == 2 && mode == 1) {
qty = 1;
selectedItem = selection;
if (selectedType == 0) { // weapon forge
var itemSet = [2070018, 1382060, 1442068, 1452060];
var matSet = [[4032015, 4032016, 4032017, 4021008, 4032005], [4032016, 4032017, 4032004, 4032005, 4032012, 4005001], [4032015, 4032017, 4032004, 4032005, 4032012, 4005000], [4032015, 4032016, 4032004, 4032005, 4032012, 4005002]];
var matQtySet = [[1, 1, 1, 100, 30], [1, 1, 400, 10, 30, 4], [1, 1, 500, 40, 20, 4], [1, 1, 300, 75, 10, 4]];
var costSet = [70000, 70000, 70000, 70000];
item = itemSet[selectedItem];
mats = matSet[selectedItem];
matQty = matQtySet[selectedItem];
cost = costSet[selectedItem];
} else if (selectedType == 1) { // weapon upgrade
var itemSet = [1472074, 1472073, 1472075, 1332079, 1332078, 1332080, 1462054, 1462053, 1462055, 1402050, 1402049, 1402051];
var matSet = [[4032017, 4005001, 4021008], [4032015, 4005002, 4021008], [4032016, 4005000, 4021008], [4032017, 4005001, 4021008], [4032015, 4005002, 4021008], [4032016, 4005000, 4021008], [4032017, 4005001, 4021008], [4032015, 4005002, 4021008], [4032016, 4005000, 4021008], [4032017, 4005001, 4021008], [4032015, 4005002, 4021008], [4032016, 4005000, 4021008]];
var matQtySet = [[1, 10, 20], [1, 10, 30], [1, 5, 20], [1, 10, 20], [1, 10, 30], [1, 5, 20], [1, 10, 20], [1, 10, 30], [1, 5, 20], [1, 10, 20], [1, 10, 30], [1, 5, 20]];
var costSet = [75000, 50000, 50000, 75000, 50000, 50000, 75000, 50000, 50000, 75000, 50000, 50000];
item = itemSet[selectedItem];
mats = matSet[selectedItem];
matQty = matQtySet[selectedItem];
cost = costSet[selectedItem];
}
var prompt = "You want me to make ";
if (qty == 1) {
prompt += "a #t" + item + "#?";
} else {
prompt += qty + " #t" + item + "#?";
}
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";
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 == 3 && mode == 1) {
var complete = true;
var recvItem = item, recvQty;
recvQty = qty;
if (!cm.canHold(recvItem, recvQty)) {
cm.sendOk("Check your inventory for a free slot first.");
cm.dispose();
return;
} else if (cm.getMeso() < cost * qty) {
cm.sendOk("I am afraid you don't have enough to pay me, partner. Please check this out first, ok?");
cm.dispose();
return;
} else {
if (mats instanceof Array) {
for (var i = 0; complete && i < mats.length; i++) {
if (!cm.haveItem(mats[i], matQty[i] * qty)) {
complete = false;
}
}
} else if (!cm.haveItem(mats, matQty * qty)) {
complete = false;
}
}
if (!complete) {
cm.sendOk("Hey, I need those items to craft properly, 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);
}
cm.gainItem(recvItem, recvQty);
cm.sendOk("All done. If you need anything else... Well, I'm not going anywhere.");
}
cm.dispose();
}
}