196 lines
9.5 KiB
JavaScript
196 lines
9.5 KiB
JavaScript
/*
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Serryl (1091003)
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Location: The Nautilus
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*/
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/**
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Author: xQuasar
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*/
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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.dispose();
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}
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if (status == 0 && mode == 1) {
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var selStr = "What? You want to make your own weapons and gloves? Seriously... it's tough to do it by yourself if you don't have experience... I'll help you out. I've been a pirate for 20 years, and for 20 years I have made various items for the crew here. It's easy for me.";
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var options = ["Make a Knuckler", "Make a Gun", "Make a pair of gloves"];
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for (var i = 0; i < options.length; i++) {
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selStr += "\r\n#b#L" + i + "# " + options[i] + "#l#k";
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}
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cm.sendSimple(selStr);
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} else if (status == 1 && mode == 1) {
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selectedType = selection;
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if (selectedType == 0) { //Making a Knuckler
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var selStr = "As long as you bring in the materials required, I'll make you a fine Knuckler. Which Knuckler would you like to make?";
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var knucklers = ["Leather Arms (Level limit: 15, Pirate)", "Double Tail Knuckler (Level limit: 20, Pirate)", "Norman Grip (Level limit: 25, Pirate)", "Prime Hands (Level limit: 30, Pirate)", "Silver Maiden (Level limit: 35, Pirate)", "Neozard (Level limit: 40, Pirate)", "Fury Claw (Level limit: 50, Pirate)"];
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for (var i = 0; i < knucklers.length; i++) {
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selStr += "\r\n#b#L" + i + "# " + knucklers[i] + "#l#k";
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}
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equip = true;
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cm.sendSimple(selStr);
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} else if (selectedType == 1) { //Making a Gun
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var selStr = "As long as you bring in the materials required, I'll make you a fine Gun. Which Gun would you like to make?";
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var guns = ["Dellinger Special (Level limit: 15, Pirate)", "The Negotiator (Level limit: 20, Pirate)", "Golden Hook (Level limit: 25, Pirate)", "Cold Mind (Level limit: 30, Pirate)", "Shooting Star (Level limit: 35, Pirate)", "Lunar Shooter (Level limit: 40, Pirate)", "Mr. Rasfelt (Level limit: 50, Pirate)"];
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for (var i = 0; i < guns.length; i++) {
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selStr += "\r\n#b#L" + i + "# " + guns[i] + "#l#k";
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}
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equip = true;
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cm.sendSimple(selStr);
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} else if (selectedType == 2) { //Making a pair of pirate gloves
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var selStr = "As long as you bring in the materials required, I'll make you a fine glove. Which glove would you like to make?";
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var gloves = ["Green Lagger Halfglove", "Brown Leather Armour Glove", "Hard Leather Glove", "Yellow Tartis", "Brown Jewelled", "Brown Barbee", "Brown Royce", "Black Schult"];
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for (var i = 0; i < gloves.length; i++) {
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selStr += "\r\n#b#L" + i + "# " + gloves[i] + "#l#k";
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}
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equip = true;
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cm.sendSimple(selStr);
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}
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if (equip) {
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status++;
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}
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} else if (status == 3 && mode == 1) {
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if (equip) {
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selectedItem = selection;
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qty = 1;
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} else {
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qty = (selection > 0) ? selection : (selection < 0 ? -selection : 1);
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}
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if (selectedType == 0) { //Making a Knuckler
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var itemSet = [1482001, 1482002, 1482003, 1482004, 1482005, 1482006, 1482007];
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var matSet = [4000021, [4011001, 4011000, 4000021, 4003000], [4011000, 4011001, 4003000], [4011000, 4011001, 4000021, 4003000], [4011000, 4011001, 4000021, 4003000], [4011000, 4011001, 4021000, 4000021, 4003000], [4000039, 4011000, 4011001, 4000030, 4000021, 4003000]];
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var matQtySet = [20, [1, 1, 10, 5], [2, 1, 10], [1, 1, 30, 10], [2, 2, 30, 20], [1, 1, 2, 50, 20], [150, 1, 2, 20, 20, 20]];
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var costSet = [1000, 2000, 5000, 15000, 30000, 50000, 100000];
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var levelLimitSet = [15, 20, 25, 30, 35, 40, 50];
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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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levelLimit = levelLimitSet[selectedItem];
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} else if (selectedType == 1) { //Making a Gun
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var itemSet = [1492001, 1492002, 1492003, 1492004, 1492005, 1492006, 1492007];
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var matSet = [[4011000, 4003000, 4003001], [4011000, 4003000, 4003001, 4000021], [4011000, 4003000], [4011001, 4000021, 4003000], [4011006, 4011001, 4000021, 4003000], [4011004, 4011001, 4000021, 4003000], [4011006, 4011004, 4011001, 4000030, 4003000]];
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var matQtySet = [[1, 5, 1], [1, 10, 5, 10], [2, 10], [2, 10, 10], [10, 2, 5, 10], [1, 2, 10, 20], [1, 2, 4, 30, 30]];
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var costSet = [1000, 2000, 5000, 15000, 30000, 50000, 100000];
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var levelLimitSet = [15, 20, 25, 30, 35, 40, 50];
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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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levelLimit = levelLimitSet[selectedItem];
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} else if (selectedType == 2) { //Making a pair of pirate gloves
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var itemSet = [1082180, 1082183, 1082186, 1082189, 1082192, 1082195, 1082198, 1082201];
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var matSet = [[4000021, 4021003], 4000021, [4011000, 4000021], [4021006, 4000021, 4003000], [4011000, 4000021, 4003000], [4000021, 4011000, 4011001, 4003000], [4011000, 4000021, 4000030, 4003000], [4011007, 4021008, 4021007, 4000030, 4003000]];
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var matQtySet = [[15, 1], 35, [2, 20], [2, 50, 10], [3, 60, 15], [80, 3, 3, 25], [3, 20, 40, 30], [1, 1, 1, 50, 50]];
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var costSet = [1000, 8000, 15000, 25000, 30000, 40000, 50000, 70000];
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var levelLimitSet = [15, 20, 25, 30, 35, 40, 50, 60];
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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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levelLimit = levelLimitSet[selectedItem];
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}
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prompt = "Making one #t" + item + "# requires the items listed below. The level limit for this item is " + levelLimit + ", so check and make sure you really need this item before getting it. What do you think? Do you really want one?\r\n";
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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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} else if (status == 4 && mode == 1) {
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var pass = true;
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if (!cm.canHold(item)) {
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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 * qty) {
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cm.sendNext("Check and make sure you have all the necessary items to make this. Also, make sure your Equips inventory has room. I can't give you the item if your inventory is full, you know.");
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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; pass && i < mats.length; i++) {
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if (!cm.haveItem(mats[i], matQty[i] * qty)) {
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pass = false;
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}
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}
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} else if (!cm.haveItem(mats, matQty * qty)) {
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pass = false;
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}
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/*if (mats instanceof Array) {
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for(var i = 0; pass && i < mats.length; i++)
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{
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if (matQty[i] * qty == 1) {
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if (!cm.haveItem(mats[i]))
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{
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pass = false;
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}
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}
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else {
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var count = 0;
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var iter = cm.getChar().getInventory(InventoryType.ETC).listById(mats[i]).iterator();
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while (iter.hasNext()) {
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count += iter.next().getQuantity();
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}
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if (count < matQty[i] * qty)
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pass = false;
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}
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}
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}
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else {
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var count = 0;
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var iter = cm.getChar().getInventory(InventoryType.ETC).listById(mats).iterator();
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while (iter.hasNext()) {
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count += iter.next().getQuantity();
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}
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if (count < matQty * qty)
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pass = false;
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}
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*/
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}
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if (pass == false) {
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cm.sendNext("Check and make sure you have all the necessary items to make this. Also, make sure your Equips inventory has room. I can't give you the item if your inventory is full, you know.");
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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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if (cost > 0) {
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cm.gainMeso(-cost * qty);
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}
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if (item == 4003000)//screws
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{
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cm.gainItem(4003000, 15 * qty);
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} else {
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cm.gainItem(item, qty);
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}
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cm.sendOk("All done. If you need anything else... Well, I'm not going anywhere.");
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}
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cm.dispose();
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}
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} |