function HealingCenter(){
curMoney = GrabRPGSetting('Money',RPGData, '0')
Inventory = GrabRPGSetting('Healing', RPGData, '')
// Display Healing Inventory
Content = "
Items de curación actuales"
Content += ""
Content += ""
Content += "| Imagen | "
Content += "Nombre | "
Content += "Descripción | "
Content += "Vender | "
Content += "Usar | "
Content += "
"
if(Inventory != ''){
Inventory = explode("|", Inventory);
for(i=0;iCuración"
inStat += ""
inStat += ""
inStat += "HP | "
inStat += "MP | "
inStat += ""
inStat += ""
inStat += "| "+itemStat[0]+" | "
inStat += ""+itemStat[1]+" | "
inStat += "
"
inStat += "
"
Img = "
"
Content += ""
Content += "| "+Img+" | "
Content += ""+TheItem[1]+" | "
Content += ""+TheItem[2]+inStat+" | "
Content += "Vender por: "+ parseInt(TheItem[3]/3) + " de "+MoneyName
Content += " Vender | "
Content += "Usar el Item | "
Content += "
"
}
} else {
Content += ""
Content += "| Actualmente no tienes items curativos. | "
Content += "
"
}
Content += ""
Content += "| Cantidad de "+MoneyName+": "+curMoney+" | "
Content += "
"
Content += "
"
// Display Healing Center
Content += "Centro de Curación"
Content += ""
Content += ""
Content += "| Imagen | "
Content += "Nombre | "
Content += "Descripción | "
Content += "Comprar | "
Content += "
"
itemsAvail = 0
for(i=0;iCuración"
inStat += ""
inStat += ""
inStat += "HP | "
inStat += "MP | "
inStat += ""
inStat += ""
inStat += "| "+itemStat[0]+" | "
inStat += ""+itemStat[1]+" | "
inStat += "
"
inStat += "
"
Img = "
"
Content += ""
Content += "| "+Img+" | "
Content += ""+TheItem[1]+" | "
Content += ""+TheItem[2]+inStat+" | "
Content += "Costo: "+TheItem[3] + " de tu "+MoneyName
if(TheItem[3] > curMoney){
Content += " No tienes suficiente "+MoneyName
} else {
Content += " Comprar"
}
Content += " | "
Content += "
"
}
if(itemsAvail == 0){
Content += ""
Content += "| Lo sentimos pero actualmente no hay items curativos disponibles, por favor checa luego. | "
Content += "
"
} else {
Content += ""
Content += "| Total de items curativos disponibles: "+itemsAvail+" | "
Content += "
"
}
Content += ""
BuildRPGDisplay("Centro de Curación", Content);
}
function CheckHeal(ID){
if(!Healing[ID]){
alert('Item curativo incorrecto')
return false;
}
Item = Healing[ID]
curMoney = GrabRPGSetting('Money',RPGData, 0)
Inventory = GrabRPGSetting('Healing', RPGData, '')
// Enough Money?
if(curMoney < Item[3]){
alert('Lo sentimos pero no tienes suficiente '+MoneyName+' para comprar este item curativo.')
return false;
}
// Already Bought?
if(Inventory != ''){
Inven = explode("|", Inventory)
Own = 0
for(i=0;i 0){
alert('Lo sentimos pero ya habias comprado este item curativo antes.')
return false;
}
}
return true
}
function BuyHeal(ID){
if(CheckHeal(ID) == true){
// Uhm, buy, yay!
newMoney = parseInt(curMoney - Item[3])
NewData = RPGData
NewData = SwapRPGSetting('Money', NewData, newMoney)
if(Inventory == ''){
Inventory = ID
} else {
Inventory = Inventory+"|"+ID
}
NewData = SwapRPGSetting('Healing', NewData, Inventory)
ReBuildData(NewData)
}
}
function CheckSellHeal(ID){
if(!Healing[ID]){
alert('Invalid Healing Requested')
return false;
}
Item = Healing[ID]
curMoney = GrabRPGSetting('Money',RPGData, 0)
Inventory = GrabRPGSetting('Healing', RPGData, '')
// Already Bought?
if(Inventory != ''){
Inven = explode("|", Inventory)
Own = 0
for(i=0;i HPM){ newHP = HPM }
newMP = parseInt(MP)+parseInt(Item[4][1])
if(newMP > MPM){ newMP = MPM }
NewData = RPGData
NewData = SwapRPGSetting('HP', NewData, newHP)
NewData = SwapRPGSetting('MP', NewData, newMP)
// Remove Healing Item
Inventory = explode("|", Inventory)
newInv = new Array()
for(i=0;i