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Update server.js to implement destat socket event
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@@ -5585,6 +5585,57 @@ function init_io() {
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resend(player, "reopen+nc+inv");
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success_response({ num: num, cevent: true });
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});
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socket.on("destat", function (data) {
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var player = players[socket.id];
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var item = player.items[data.item_num];
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var def = G.items[item && item.name];
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if (!player || player.user) {
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return fail_response("cant_in_bank");
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}
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if (!player.computer && simple_distance(G.maps.desertland.ref.scrollsmith, player) > B.sell_dist) {
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return fail_response("distance");
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}
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var item = player.items[data.num];
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if (!item) {
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return fail_response("no_item");
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}
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var def = G.items[item.name];
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if (item.stat_type == null) {
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return fail_response("scrollsmith_cant");
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}
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var scrolltype = item.stat_type + "scroll";
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if (scrolltype == "mp_costscroll") {
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scrolltype = "mpcostscroll";
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}
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var scrolldef = G.items[scrolltype];
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if (!scrolldef) {
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return fail_response("scrollsmith_cant"); // Just in case there isn't actually an item associated with the scroll... should never happen, though.
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}
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if (player.gold < 250000) {
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return fail_response("gold_not_enough");
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}
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var needed = [1, 10, 100, 1000, 9999, 9999, 9999];
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var ograde = calculate_item_grade(def, { name: item.name, level: 0 });
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var cost = needed[ograde] * scrolldef.g * 10;
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if (player.gold < cost) {
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return fail_response("gold_not_enough");
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}
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if (
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!can_add_items(player, list_to_pseudo_items([[neeeded[ograde], scrolltype]]), {
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space: 1,
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})
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) {
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return fail_response("inv_size");
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}
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player.gold -= cost;
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add_item(player, scrolltype, { q: needed[ograde] });
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delete item.stat_type;
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socket.emit("game_response", { response: "scrollsmith_success", gold: cost });
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player.citems[data.num] = cache_item(player.items[data.num]);
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resend(player, "reopen+nc");
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success_response();
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});
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socket.on("locksmith", function (data) {
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var player = players[socket.id];
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var item = player.items[data.item_num];
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