sweetgum83/scripts/npc/2080000.js
2024-01-19 03:56:28 -05:00

276 lines
13 KiB
JavaScript

/*
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/>.
*/
var status = 0;
var selectedType = -1;
var selectedItem = -1;
var stimulator = false;
var item;
var mats;
var matQty;
var cost;
var stimID;
var cd_item = 4001078;
var cd_mats = [4011001, 4011002, 4001079];
var cd_matQty = [1, 1, 1];
var cd_cost = 25000;
function start() {
cm.getPlayer().setCS(true);
var selStr = "A dragon's power is not to be underestimated. If you like, I can add its power to one of your weapons. However, the weapon must be powerful enough to hold its potential...#b"
var options = ["What's a stimulator?", "Create a Warrior weapon", "Create a Bowman weapon", "Create a Magician weapon", "Create a Thief weapon", "Create a Pirate Weapon",
"Create a Warrior weapon with a Stimulator", "Create a Bowman weapon with a Stimulator", "Create a Magician weapon with a Stimulator", "Create a Thief weapon with a Stimulator", "Create a Pirate Weapon with a Stimulator"];
if (cm.isQuestStarted(7301) || cm.isQuestStarted(7303)) {
options.push("Make #t4001078#");
}
for (var i = 0; i < options.length; i++) {
selStr += "\r\n#L" + i + "# " + options[i] + "#l";
}
cm.sendSimple(selStr);
}
function action(mode, type, selection) {
if (mode > 0) {
status++;
} else {
cm.dispose();
return;
}
if (status == 1) {
selectedType = selection;
if (selectedType > 5 && selectedType < 11) {
stimulator = true;
selectedType -= 5;
} else {
stimulator = false;
}
if (selectedType == 0) { //What's a stim?
cm.sendNext("A stimulator is a special potion that I can add into the process of creating certain items. It gives it stats as though it had dropped from a monster. However, it is possible to have no change, and it is also possible for the item to be below average. There's also a 10% chance of not getting any item when using a stimulator, so please choose wisely.")
cm.dispose();
} else if (selectedType == 1) { //warrior weapon
var selStr = "Very well, then which Warrior weapon shall receive a dragon's power?#b";
var weapon = ["Dragon Carbella#k - Lv. 110 One-Handed Sword#b", "Dragon Axe#k - Lv. 110 One-Handed Axe#b", "Dragon Mace#k - Lv. 110 One-Handed BW#b", "Dragon Claymore#k - Lv. 110 Two-Handed Sword#b", "Dragon Battle Axe#k - Lv. 110 Two-Handed Axe#b", "Dragon Flame#k - Lv. 110 Two-Handed BW#b",
"Dragon Faltizan#k - Lv. 110 Spear#b", "Dragon Chelbird#k - Lv. 110 Polearm#b"];
for (var i = 0; i < weapon.length; i++) {
selStr += "\r\n#L" + i + "# " + weapon[i] + "#l";
}
cm.sendSimple(selStr);
} else if (selectedType == 2) { //bowman weapon
var selStr = "Very well, then which Bowman weapon shall receive a dragon's power?#b";
var weapon = ["Dragon Shiner Bow#k - Lv. 110 Bow#b", "Dragon Shiner Cross#k - Lv. 110 Crossbow#b"];
for (var i = 0; i < weapon.length; i++) {
selStr += "\r\n#L" + i + "# " + weapon[i] + "#l";
}
cm.sendSimple(selStr);
} else if (selectedType == 3) { //magician weapon
var selStr = "Very well, then which Magician weapon shall receive a dragon's power?#b";
var weapon = ["Dragon Wand#k - Lv. 108 Wand#b", "Dragon Staff#k - Lv. 110 Staff#b"];
for (var i = 0; i < weapon.length; i++) {
selStr += "\r\n#L" + i + "# " + weapon[i] + "#l";
}
cm.sendSimple(selStr);
} else if (selectedType == 4) { //thief weapon
var selStr = "Very well, then which Thief weapon shall receive a dragon's power?#b";
var weapon = ["Dragon Kanzir#k - Lv. 110 STR Dagger#b", "Dragon Kreda#k - Lv. 110 LUK Dagger#b", "Dragon Green Sleve#k - Lv. 110 Claw#b"];
for (var i = 0; i < weapon.length; i++) {
selStr += "\r\n#L" + i + "# " + weapon[i] + "#l";
}
cm.sendSimple(selStr);
} else if (selectedType == 5) { //pirate weapon
var selStr = "Very well, then which Pirate weapon shall receive a dragon's power?#b";
var weapon = ["Dragon Slash Claw#k - Lv. 110 Knuckle#b", "Dragonfire Revolver#k - Lv. 110 Gun#b"];
for (var i = 0; i < weapon.length; i++) {
selStr += "\r\n#L" + i + "# " + weapon[i] + "#l";
}
cm.sendSimple(selStr);
} else if (selectedType == 11) { //cornian's dagger
var selStr = "Oh, are you trying to sneak into these lizards to save Moira? I will support your cause wherever I can. Bring me a couple of resources and I will make you an almost identical piece of #t4001078#.";
cm.sendNext(selStr);
}
} else if (status == 2) {
selectedItem = selection;
if (selectedType == 1) { //warrior weapon
var itemSet = [1302059, 1312031, 1322052, 1402036, 1412026, 1422028, 1432038, 1442045];
var matSet = [[1302056, 4000244, 4000245, 4005000], [1312030, 4000244, 4000245, 4005000], [1322045, 4000244, 4000245, 4005000], [1402035, 4000244, 4000245, 4005000],
[1412021, 4000244, 4000245, 4005000], [1422027, 4000244, 4000245, 4005000], [1432030, 4000244, 4000245, 4005000], [1442044, 4000244, 4000245, 4005000]];
var matQtySet = [[1, 20, 25, 8], [1, 20, 25, 8], [1, 20, 25, 8], [1, 20, 25, 8], [1, 20, 25, 8], [1, 20, 25, 8], [1, 20, 25, 8], [1, 20, 25, 8]];
var costSet = [120000, 120000, 120000, 120000, 120000, 120000, 120000, 120000];
item = itemSet[selectedItem];
mats = matSet[selectedItem];
matQty = matQtySet[selectedItem];
cost = costSet[selectedItem];
} else if (selectedType == 2) { //bowman weapon
var itemSet = [1452044, 1462039];
var matSet = [[1452019, 4000244, 4000245, 4005000, 4005002], [1462015, 4000244, 4000245, 4005000, 4005002]];
var matQtySet = [[1, 20, 25, 3, 5], [1, 20, 25, 5, 3]];
var costSet = [120000, 120000];
item = itemSet[selectedItem];
mats = matSet[selectedItem];
matQty = matQtySet[selectedItem];
cost = costSet[selectedItem];
} else if (selectedType == 3) { //magician weapon
var itemSet = [1372032, 1382036];
var matSet = [[1372010, 4000244, 4000245, 4005001, 4005003], [1382035, 4000244, 4000245, 4005001, 4005003]];
var matQtySet = [[1, 20, 25, 6, 2], [1, 20, 25, 6, 2]];
var costSet = [120000, 120000];
item = itemSet[selectedItem];
mats = matSet[selectedItem];
matQty = matQtySet[selectedItem];
cost = costSet[selectedItem];
} else if (selectedType == 4) { //thief weapon
var itemSet = [1332049, 1332050, 1472051];
var matSet = [[1332051, 4000244, 4000245, 4005000, 4005002], [1332052, 4000244, 4000245, 4005002, 4005003], [1472053, 4000244, 4000245, 4005002, 4005003]];
var matQtySet = [[1, 20, 25, 5, 3], [1, 20, 25, 3, 5], [1, 20, 25, 2, 6]];
var costSet = [120000, 120000, 120000];
item = itemSet[selectedItem];
mats = matSet[selectedItem];
matQty = matQtySet[selectedItem];
cost = costSet[selectedItem];
} else if (selectedType == 5) { //pirate weapon
var itemSet = [1482013, 1492013];
var matSet = [[1482012, 4000244, 4000245, 4005000, 4005002], [1492012, 4000244, 4000245, 4005000, 4005002]];
var matQtySet = [[1, 20, 25, 5, 3], [1, 20, 25, 3, 5]];
var costSet = [120000, 120000];
item = itemSet[selectedItem];
mats = matSet[selectedItem];
matQty = matQtySet[selectedItem];
cost = costSet[selectedItem];
} else if (selectedType == 11) { //cornian's dagger
item = cd_item;
mats = cd_mats;
matQty = cd_matQty;
cost = cd_cost;
}
var prompt = "You want me to make a #t" + item + "#? 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 (stimulator) {
stimID = getStimID(item);
prompt += "\r\n#i" + stimID + "# 1 #t" + stimID + "#";
}
if (mats instanceof Array) {
for (var i = 0; i < mats.length; i++) {
prompt += "\r\n#i" + mats[i] + "# " + matQty[i] + " #t" + mats[i] + "#";
}
} else {
prompt += "\r\n#i" + mats + "# " + matQty + " #t" + mats + "#";
}
if (cost > 0) {
prompt += "\r\n#i4031138# " + cost + " meso";
}
cm.sendYesNo(prompt);
} else if (status == 3) {
var complete = true;
if (!cm.canHold(item, 1)) {
cm.sendOk("Check your inventory for a free slot first.");
cm.dispose();
return;
} else if (cm.getMeso() < cost) {
cm.sendOk("My fee is for the good of all of Leafre. If you cannot pay it, then begone.");
cm.dispose();
return;
} else {
if (mats instanceof Array) {
for (var i = 0; complete && i < mats.length; i++) {
if (!cm.haveItem(mats[i], matQty[i])) {
complete = false;
}
}
} else if (!cm.haveItem(mats, matQty)) {
complete = false;
}
}
if (stimulator) { //check for stimulator
if (!cm.haveItem(stimID)) {
complete = false;
}
}
if (!complete) {
cm.sendOk("I'm afraid that without the correct items, the dragon's essence would... not make for a very reliable weapon. Please bring the correct items next time.");
} else {
if (mats instanceof Array) {
for (var i = 0; i < mats.length; i++) {
cm.gainItem(mats[i], -matQty[i]);
}
} else {
cm.gainItem(mats, -matQty);
}
cm.gainMeso(-cost);
if (stimulator) { //check for stimulator
cm.gainItem(stimID, -1);
var deleted = Math.floor(Math.random() * 10);
if (deleted != 0) {
cm.gainItem(item, 1, true, true);
cm.sendOk("The process is complete. Treat your weapon well, lest you bring the wrath of the dragons upon you.");
} else {
cm.sendOk("Unfortunately, the dragon's essence has... conflicted with your weapon. My apologies for your loss.");
}
} else {//just give basic item
cm.gainItem(item, 1);
cm.sendOk("The process is complete. Treat your weapon well, lest you bring the wrath of the dragons upon you.");
}
}
cm.dispose();
}
}
function getStimID(equipID) {
var cat = Math.floor(equipID / 10000);
switch (cat) {
case 130: //1h sword
return 4130002;
case 131: //1h axe
return 4130003;
case 132: //1h bw
return 4130004;
case 140: //2h sword
return 4130005;
case 141: //2h axe
return 4130006;
case 142: //2h bw
return 4130007;
case 143: //spear
return 4130008;
case 144: //polearm
return 4130009;
case 137: //wand
return 4130010;
case 138: //staff
return 4130011;
case 145: //bow
return 4130012;
case 146: //xbow
return 4130013;
case 148: //knuckle
return 4130016;
case 149: //pistol
return 4130017;
case 133: //dagger
return 4130014;
case 147: //claw
return 4130015;
}
return 4130002;
}