function Equip(){ // Display Bought Items rpgClass = GrabRPGSetting('Class',RPGData, 'None') curMoney = GrabRPGSetting('Money',RPGData, '0') Inventory = GrabRPGSetting('Items', RPGData, '') Upgrades = GrabRPGSetting('Upgrades', RPGData, '') Equipped = GrabRPGSetting('Equip', RPGData, '') // Current Upgrade's curUpgrade = [] if(Upgrades != ''){ sepUpgrade = explode("|", Upgrades) for(u=0;u" inStat += ""+itMP+"" inStat += ""+itSTR+"" inStat += ""+itDEF+"" inStat += "" inStat += "" if(TheItem[0] != 'all'){ itemData = "(Este item es solo para la Clase "+Class[TheItem[0]]+")" } else { itemData = "(Este item es para cualquier Clase)" } if(Inventory[i] == Equipped){ EquipDisp = "Actualmente Equipado
(Remover)" } else { EquipDisp = "Equipar" } Img = ""+TheItem[2]+"" Content += "" Content += ""+Img+"" Content += ""+TheItem[2]+" "+itemUpgrade+"
"+itemData+"" Content += ""+TheItem[4]+inStat+"" Content += ""+EquipDisp+"" Content += "" } } else { Content += "" Content += "Actualmente no tienes items en tu inventario." Content += "" } Content += "" Content += "Cantiad de "+MoneyName+": "+curMoney+"" Content += "" Content += "" BuildRPGDisplay("Equipo", Content); } function CheckEquip(ID){ if(!Items[ID]){ alert('Item solicitado invalido') return false; } Item = Items[ID] Inventory = GrabRPGSetting('Items', RPGData, '') Equipped = GrabRPGSetting('Equip', RPGData, '') if(Equipped != ''){ alert('Ya tienes equipada un arma y solo puedes tener una a la vez.') return false; } // Already Bought? if(Inventory != ''){ Inven = explode("|", Inventory) Own = 0 for(i=0;i