276 lines
13 KiB
JavaScript
276 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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var status = 0;
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var selectedType = -1;
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var selectedItem = -1;
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var stimulator = false;
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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 stimID;
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var cd_item = 4001078;
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var cd_mats = [4011001, 4011002, 4001079];
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var cd_matQty = [1, 1, 1];
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var cd_cost = 25000;
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function start() {
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cm.getPlayer().setCS(true);
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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"
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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",
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"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"];
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if (cm.isQuestStarted(7301) || cm.isQuestStarted(7303)) {
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options.push("Make #t4001078#");
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}
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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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}
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cm.sendSimple(selStr);
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}
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function action(mode, type, selection) {
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if (mode > 0) {
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status++;
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} else {
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cm.dispose();
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return;
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}
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if (status == 1) {
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selectedType = selection;
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if (selectedType > 5 && selectedType < 11) {
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stimulator = true;
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selectedType -= 5;
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} else {
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stimulator = false;
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}
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if (selectedType == 0) { //What's a stim?
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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.")
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cm.dispose();
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} else if (selectedType == 1) { //warrior weapon
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var selStr = "Very well, then which Warrior weapon shall receive a dragon's power?#b";
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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",
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"Dragon Faltizan#k - Lv. 110 Spear#b", "Dragon Chelbird#k - Lv. 110 Polearm#b"];
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for (var i = 0; i < weapon.length; i++) {
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selStr += "\r\n#L" + i + "# " + weapon[i] + "#l";
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}
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cm.sendSimple(selStr);
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} else if (selectedType == 2) { //bowman weapon
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var selStr = "Very well, then which Bowman weapon shall receive a dragon's power?#b";
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var weapon = ["Dragon Shiner Bow#k - Lv. 110 Bow#b", "Dragon Shiner Cross#k - Lv. 110 Crossbow#b"];
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for (var i = 0; i < weapon.length; i++) {
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selStr += "\r\n#L" + i + "# " + weapon[i] + "#l";
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}
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cm.sendSimple(selStr);
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} else if (selectedType == 3) { //magician weapon
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var selStr = "Very well, then which Magician weapon shall receive a dragon's power?#b";
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var weapon = ["Dragon Wand#k - Lv. 108 Wand#b", "Dragon Staff#k - Lv. 110 Staff#b"];
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for (var i = 0; i < weapon.length; i++) {
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selStr += "\r\n#L" + i + "# " + weapon[i] + "#l";
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}
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cm.sendSimple(selStr);
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} else if (selectedType == 4) { //thief weapon
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var selStr = "Very well, then which Thief weapon shall receive a dragon's power?#b";
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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"];
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for (var i = 0; i < weapon.length; i++) {
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selStr += "\r\n#L" + i + "# " + weapon[i] + "#l";
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}
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cm.sendSimple(selStr);
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} else if (selectedType == 5) { //pirate weapon
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var selStr = "Very well, then which Pirate weapon shall receive a dragon's power?#b";
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var weapon = ["Dragon Slash Claw#k - Lv. 110 Knuckle#b", "Dragonfire Revolver#k - Lv. 110 Gun#b"];
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for (var i = 0; i < weapon.length; i++) {
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selStr += "\r\n#L" + i + "# " + weapon[i] + "#l";
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}
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cm.sendSimple(selStr);
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} else if (selectedType == 11) { //cornian's dagger
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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#.";
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cm.sendNext(selStr);
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}
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} else if (status == 2) {
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selectedItem = selection;
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if (selectedType == 1) { //warrior weapon
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var itemSet = [1302059, 1312031, 1322052, 1402036, 1412026, 1422028, 1432038, 1442045];
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var matSet = [[1302056, 4000244, 4000245, 4005000], [1312030, 4000244, 4000245, 4005000], [1322045, 4000244, 4000245, 4005000], [1402035, 4000244, 4000245, 4005000],
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[1412021, 4000244, 4000245, 4005000], [1422027, 4000244, 4000245, 4005000], [1432030, 4000244, 4000245, 4005000], [1442044, 4000244, 4000245, 4005000]];
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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]];
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var costSet = [120000, 120000, 120000, 120000, 120000, 120000, 120000, 120000];
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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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} else if (selectedType == 2) { //bowman weapon
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var itemSet = [1452044, 1462039];
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var matSet = [[1452019, 4000244, 4000245, 4005000, 4005002], [1462015, 4000244, 4000245, 4005000, 4005002]];
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var matQtySet = [[1, 20, 25, 3, 5], [1, 20, 25, 5, 3]];
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var costSet = [120000, 120000];
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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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} else if (selectedType == 3) { //magician weapon
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var itemSet = [1372032, 1382036];
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var matSet = [[1372010, 4000244, 4000245, 4005001, 4005003], [1382035, 4000244, 4000245, 4005001, 4005003]];
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var matQtySet = [[1, 20, 25, 6, 2], [1, 20, 25, 6, 2]];
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var costSet = [120000, 120000];
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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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} else if (selectedType == 4) { //thief weapon
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var itemSet = [1332049, 1332050, 1472051];
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var matSet = [[1332051, 4000244, 4000245, 4005000, 4005002], [1332052, 4000244, 4000245, 4005002, 4005003], [1472053, 4000244, 4000245, 4005002, 4005003]];
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var matQtySet = [[1, 20, 25, 5, 3], [1, 20, 25, 3, 5], [1, 20, 25, 2, 6]];
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var costSet = [120000, 120000, 120000];
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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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} else if (selectedType == 5) { //pirate weapon
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var itemSet = [1482013, 1492013];
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var matSet = [[1482012, 4000244, 4000245, 4005000, 4005002], [1492012, 4000244, 4000245, 4005000, 4005002]];
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var matQtySet = [[1, 20, 25, 5, 3], [1, 20, 25, 3, 5]];
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var costSet = [120000, 120000];
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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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} else if (selectedType == 11) { //cornian's dagger
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item = cd_item;
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mats = cd_mats;
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matQty = cd_matQty;
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cost = cd_cost;
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}
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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";
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if (stimulator) {
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stimID = getStimID(item);
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prompt += "\r\n#i" + stimID + "# 1 #t" + stimID + "#";
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}
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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] + " #t" + mats[i] + "#";
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}
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} else {
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prompt += "\r\n#i" + mats + "# " + matQty + " #t" + mats + "#";
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}
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if (cost > 0) {
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prompt += "\r\n#i4031138# " + cost + " meso";
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}
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cm.sendYesNo(prompt);
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} else if (status == 3) {
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var complete = true;
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if (!cm.canHold(item, 1)) {
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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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} else if (cm.getMeso() < cost) {
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cm.sendOk("My fee is for the good of all of Leafre. If you cannot pay it, then begone.");
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cm.dispose();
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return;
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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 (!cm.haveItem(mats[i], matQty[i])) {
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complete = false;
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}
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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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}
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if (stimulator) { //check for stimulator
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if (!cm.haveItem(stimID)) {
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complete = false;
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}
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}
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if (!complete) {
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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.");
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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]);
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}
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} else {
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cm.gainItem(mats, -matQty);
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}
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cm.gainMeso(-cost);
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if (stimulator) { //check for stimulator
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cm.gainItem(stimID, -1);
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var deleted = Math.floor(Math.random() * 10);
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if (deleted != 0) {
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cm.gainItem(item, 1, true, true);
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cm.sendOk("The process is complete. Treat your weapon well, lest you bring the wrath of the dragons upon you.");
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} else {
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cm.sendOk("Unfortunately, the dragon's essence has... conflicted with your weapon. My apologies for your loss.");
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}
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} else {//just give basic item
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cm.gainItem(item, 1);
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cm.sendOk("The process is complete. Treat your weapon well, lest you bring the wrath of the dragons upon you.");
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}
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}
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cm.dispose();
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}
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}
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function getStimID(equipID) {
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var cat = Math.floor(equipID / 10000);
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switch (cat) {
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case 130: //1h sword
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return 4130002;
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case 131: //1h axe
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return 4130003;
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case 132: //1h bw
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return 4130004;
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case 140: //2h sword
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return 4130005;
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case 141: //2h axe
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return 4130006;
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case 142: //2h bw
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return 4130007;
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case 143: //spear
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return 4130008;
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case 144: //polearm
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return 4130009;
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case 137: //wand
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return 4130010;
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case 138: //staff
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return 4130011;
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case 145: //bow
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return 4130012;
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case 146: //xbow
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return 4130013;
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case 148: //knuckle
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return 4130016;
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case 149: //pistol
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return 4130017;
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case 133: //dagger
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return 4130014;
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case 147: //claw
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return 4130015;
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}
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return 4130002;
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} |