Merge pull request #119 from FreezePhoenix/patch-8

Destat NPC
This commit is contained in:
Kaan Soral
2025-02-17 20:45:17 +03:00
committed by GitHub
7 changed files with 116 additions and 4 deletions
+1
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@@ -1221,6 +1221,7 @@ maps={
"npcs":[ "npcs":[
{"id":"transporter","position":[-14,-477]}, {"id":"transporter","position":[-14,-477]},
{"id":"locksmith","position":[316,-270]}, {"id":"locksmith","position":[316,-270]},
{"id":"scrollsmith","position":[606,-1590]},
], ],
"monsters":[ "monsters":[
{"type":"plantoid","boundary":[-1013,-472,-575,-130],"count":4,"grow":True}, #added grow 31/1/2024 {"type":"plantoid","boundary":[-1013,-472,-575,-130],"count":4,"grow":True}, #added grow 31/1/2024
+7
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@@ -891,6 +891,13 @@ npcs={
"type":"fullstatic", "type":"fullstatic",
"name":"Smith", "name":"Smith",
}, },
"scrollsmith":{
"role":"scrollsmith",
"skin":"bsoldier",
"says":"X",
"type":"fullstatic",
"name":"Sir Bob",
},
"transporter":{ "transporter":{
"role":"transport", "role":"transport",
"skin":"spell", "skin":"spell",
+1 -1
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@@ -372,7 +372,7 @@ sprites={
"columns":4, "columns":4,
"matrix":[ "matrix":[
[None,"nexus",None,None], [None,"nexus",None,None],
[None,None,None,None], [None,None,"bsoldier",None],
] ]
}, },
"military3":{ "military3":{
+10 -1
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@@ -2953,6 +2953,14 @@ function lock_item(num)
return push_deferred("locksmith"); return push_deferred("locksmith");
} }
function destat_item(num)
{
if(num===undefined) num=s_item;
socket.emit("destat",{num:num});
return push_deferred("destat");
}
function seal_item(num) function seal_item(num)
{ {
if(num===undefined) num=l_item; if(num===undefined) num=l_item;
@@ -3204,6 +3212,7 @@ function reopen()
else if(rendered_target=="dismantler") render_dismantler(); else if(rendered_target=="dismantler") render_dismantler();
else if(rendered_target=="none") render_none_shrine(); else if(rendered_target=="none") render_none_shrine();
else if(rendered_target=="locksmith") render_locksmith(); else if(rendered_target=="locksmith") render_locksmith();
else if(rendered_target=="scrollsmith") render_scrollsmith();
// else if(rendered_target=="secondhands") render_secondhands(); // Manual resets // else if(rendered_target=="secondhands") render_secondhands(); // Manual resets
if(inventory) reset_inventory(); if(inventory) reset_inventory();
@@ -3270,7 +3279,7 @@ function reset_inventory(condition)
{ {
if(inventory) if(inventory)
{ {
if(condition && !in_arr(rendered_target,["upgrade","compound","exchange","npc","merchant","craftsman","dismantler","none","locksmith"])) return; if(condition && !in_arr(rendered_target,["upgrade","compound","exchange","npc","merchant","craftsman","dismantler","none","locksmith","scrollsmith"])) return;
render_inventory(true); render_inventory(true);
} }
} }
+13
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@@ -2194,6 +2194,15 @@ function init_socket(args)
} }
else if(response=="magiport_failed") ui_log("Magiport failed","gray"),no_no_no(2); else if(response=="magiport_failed") ui_log("Magiport failed","gray"),no_no_no(2);
else if(response=="revive_failed") ui_log("Revival failed","gray"),no_no_no(1); else if(response=="revive_failed") ui_log("Revival failed","gray"),no_no_no(1);
else if(response=="scrollsmith_cant")
{
ui_log("Can't destat this item","gray")
}
else if(response=="scrollsmith_success")
{
ui_log("Spent " + data.gold.toLocaleString() + " gold","gray");
ui_log("De-statted the item","gray");
}
else if(response=="locksmith_cant") else if(response=="locksmith_cant")
{ {
ui_log("Can't lock/unlock this item","gray") ui_log("Can't lock/unlock this item","gray")
@@ -3295,6 +3304,10 @@ function npc_right_click(event){
{ {
render_interaction({auto:true,dialog:"locksmith",skin:"asoldier"}); render_interaction({auto:true,dialog:"locksmith",skin:"asoldier"});
} }
if(this.role=="scrollsmith")
{
render_interaction({auto:true,dialog:"scrollsmith",skin:"bsoldier"});
}
if(this.role=="compound") if(this.role=="compound")
{ {
render_compound_shrine(1); render_compound_shrine(1);
+41 -1
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@@ -1,4 +1,4 @@
var u_item=null,u_scroll=null,u_offering=null,c_items=e_array(3),c_scroll=null,c_offering=null,c_last=0,e_item=null,p_item=null,l_item=null,cr_items=e_array(9),cr_last=0,ds_item=null; var u_item=null,u_scroll=null,u_offering=null,c_items=e_array(3),c_scroll=null,c_offering=null,c_last=0,e_item=null,p_item=null,l_item=null,s_item=null,cr_items=e_array(9),cr_last=0,ds_item=null;
var settings_shown=0; var settings_shown=0;
function show_settings() function show_settings()
@@ -1142,6 +1142,30 @@ function render_locksmith(mode)
if(!inventory) render_inventory(),inventory_opened_for=topleft_npc; if(!inventory) render_inventory(),inventory_opened_for=topleft_npc;
} }
function render_scrollsmith()
{
var button="DE-STAT",f="destat_item",shade="shade_chest";
reset_inventory(1);
topleft_npc="scrollsmith"; rendered_target=topleft_npc;
s_item=null;
var html="<div style='background-color: black; border: 5px solid gray; padding: 20px; font-size: 24px; display: inline-block; vertical-align: top; text-align: center'>";
/*html+="<div class='ering ering1 mb10'>";
html+="<div class='ering ering2'>";
html+="<div class='ering ering3'>";
//html+="<div class='ering ering4'>";*/
html+="<div>";
html+=item_container({shade:shade,cid:'sitem',s_op:0.4,draggable:false,droppable:true});
html+="</div>";
//html+="</div>";
/*html+="</div>";
html+="</div>";
html+="</div>";*/
html+="<div style='margin-top: 12px'><div class='gamebutton clickable' onclick='"+f+"()'>"+button+"</div></div>";
html+="</div>";
$("#topleftcornerui").html(html);
if(!inventory) render_inventory(),inventory_opened_for=topleft_npc;
}
function render_recipe(element,type,name) function render_recipe(element,type,name)
{ {
last_selector="#recipe-item"; last_selector="#recipe-item";
@@ -3741,6 +3765,17 @@ function on_rclick(current)
$("#citem"+inum).parent().html(""); $("#citem"+inum).parent().html("");
$("#litem").html(html); $("#litem").html(html);
} }
else if(topleft_npc=="scrollsmith")
{
var current=character.items[inum],def=null;
if(current) def=G.items[current.name];
if(!def) return;
if(s_item!==null) return;
s_item=inum; cache_i[inum]=-1;
var html=$("#citem"+inum).all_html();
$("#citem"+inum).parent().html("");
$("#sitem").html(html);
}
else if(topleft_npc=="upgrade") else if(topleft_npc=="upgrade")
{ {
var current=character.items[inum],def=null; var current=character.items[inum],def=null;
@@ -4634,6 +4669,11 @@ function render_interaction(type,sub_type,args)
html+="Lock - Prevents anything that can destroy an item, selling, upgrading, you name it! Seal - Locks the item in a way that unlocking it takes two days. Unlock - Frees it. Got it? Good. Cost? 250 big ones."; html+="Lock - Prevents anything that can destroy an item, selling, upgrading, you name it! Seal - Locks the item in a way that unlocking it takes two days. Unlock - Frees it. Got it? Good. Cost? 250 big ones.";
html+="<span style='float: right; margin-top: 5px'><div class='slimbutton' onclick='render_locksmith(\"lock\")'>LOCK</div> <div class='slimbutton' onclick='render_locksmith(\"seal\")'>SEAL</div> <div class='slimbutton' onclick='render_locksmith(\"unlock\")'>UNLOCK</div></span>"; html+="<span style='float: right; margin-top: 5px'><div class='slimbutton' onclick='render_locksmith(\"lock\")'>LOCK</div> <div class='slimbutton' onclick='render_locksmith(\"seal\")'>SEAL</div> <div class='slimbutton' onclick='render_locksmith(\"unlock\")'>UNLOCK</div></span>";
} }
else if(type=="scrollsmith")
{
html+="De-stat an item. Give you back the scrolls used on the item, as though the item were level 0. Returns the item back to you along with scrolls. Got it? Good. Cost? Depends on the scroll. 10 times the value of the scrolls that will be returned to you.";
html+="<span style='float: right; margin-top: 5px'><div class='slimbutton' onclick='render_scrollsmith()'>DE-STAT</div></span>";
}
else if(type=="crafting") else if(type=="crafting")
{ {
html+="I can craft or dismantle items for you. Price differs from item to item. Check out my recipes if you are interested!"; html+="I can craft or dismantle items for you. Price differs from item to item. Check out my recipes if you are interested!";
+42
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@@ -5604,6 +5604,48 @@ function init_io() {
resend(player, "reopen+nc+inv"); resend(player, "reopen+nc+inv");
success_response({ num: num, cevent: true }); success_response({ num: num, cevent: true });
}); });
socket.on("destat", function (data) {
var player = players[socket.id];
if (!player || player.user) {
return fail_response("cant_in_bank");
}
if (!player.computer && simple_distance(G.maps.desertland.ref.scrollsmith, player) > B.sell_dist) {
return fail_response("distance");
}
var item = player.items[data.num];
if (!item) {
return fail_response("no_item");
}
var def = G.items[item.name];
if (item.stat_type == null) {
return fail_response("scrollsmith_cant");
}
var scrolltype = item.stat_type + "scroll";
if (scrolltype == "mp_costscroll") {
scrolltype = "mpcostscroll";
}
var scrolldef = G.items[scrolltype];
if (!scrolldef) {
return fail_response("scrollsmith_cant"); // Just in case there isn't actually an item associated with the scroll... should never happen, though.
}
var needed = [1, 10, 100, 1000, 9999, 9999, 9999];
var ograde = calculate_item_grade(def, { name: item.name, level: 0 });
var cost = needed[ograde] * scrolldef.g * 10;
if (player.gold < cost) {
return fail_response("gold_not_enough");
}
if (!can_add_items(player, list_to_pseudo_items([[needed[ograde], scrolltype]]))) {
return fail_response("inv_size");
}
player.gold -= cost;
add_item(player, scrolltype, { q: needed[ograde] });
delete item.stat_type;
socket.emit("game_response", { response: "scrollsmith_success", gold: cost });
player.citems[data.num] = cache_item(player.items[data.num]);
resend(player, "reopen+nc");
success_response();
});
socket.on("locksmith", function (data) { socket.on("locksmith", function (data) {
var player = players[socket.id]; var player = players[socket.id];
var item = player.items[data.item_num]; var item = player.items[data.item_num];