function RPGShop(){ // Get Items For Your RPG Class if(GrabRPGSetting('Class',RPGData, 'None') == "None"){ BuildRPGDisplay("Tienda de Items", "Por favor actualice su perfil para poder comprar items"); } else { rpgClass = GrabRPGSetting('Class',RPGData, 'None') curMoney = GrabRPGSetting('Money',RPGData, '0') Inventory = GrabRPGSetting('Items', RPGData, '') Upgrades = GrabRPGSetting('Upgrades', 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)" } Img = ""+TheItem[2]+"" Content += "" Content += ""+Img+"" Content += ""+TheItem[2]+" "+itemUpgrade+"
"+itemData+"" Content += ""+TheItem[4]+inStat+"" Content += "Vender por: "+ parseInt(TheItem[3]/3) + " de "+MoneyName Content += "
Vender" Content += "" } } else { Content += "" Content += "Actualmente no tienes items en tu inventario." Content += "" } Content += "" Content += "Cantidad de "+MoneyName+": "+curMoney+"" Content += "" Content += "

" // Display Itemshop Content += "
Tienda de Items - Items disponibles para la Clase "+Class[rpgClass]+":
" Content += "" Content += "" Content += "" Content += "" Content += "" Content += "" Content += "" itemsAvail = 0 for(i=0;i" inStat += "" inStat += "" inStat += "" inStat += "" inStat += "
ImagenNombreDescripciónComprar
"+itemStat[1]+""+itemStat[2]+""+itemStat[3]+"
" Img = ""+TheItem[2]+"" Content += "" Content += ""+Img+"" Content += ""+TheItem[2]+"" Content += "
Level Requirement: "+TheItem[5]+"" Content += ""+TheItem[4]+inStat+"" Content += "Cost: "+TheItem[3] + " "+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 disponibles para tu clase, por favor checa luego." Content += "" } else { Content += "" Content += "Total de items disponibles: "+itemsAvail+"" Content += "" } Content += "" BuildRPGDisplay("Tienda de Items", Content); } } function CheckItem(ID){ if(!Items[ID]){ alert('Item solicitado invalido') return false; } Item = Items[ID] rpgClass = GrabRPGSetting('Class',RPGData, 'None') curMoney = GrabRPGSetting('Money',RPGData, 0) Level = GrabRPGSetting('Level',RPGData, 0) Inventory = GrabRPGSetting('Items', RPGData, '') // Correct Class? if(rpgClass != Item[0] && Item[0] != 'all'){ alert('Lo sentimos, este item esta solo disponible para la Clase '+Class[Item[0]]+'\'s') return false; } // Enough Money? if(curMoney < Item[3]){ alert('Lo sentimos pero no tienes suficiente '+MoneyName+' para comprar este item.') return false; } // Required Level? if(Level < Item[5]){ alert('Lo sentimos pero no tienes el nivel suficiente como para poseer este item.') 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 antes.') return false; } } return true } function BuyItem(ID){ if(CheckItem(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('Items', NewData, Inventory) ReBuildData(NewData) } } function CheckSellItem(ID){ if(!Items[ID]){ alert('Item solicitado invalido') return false; } Item = Items[ID] rpgClass = GrabRPGSetting('Class',RPGData, 'None') curMoney = GrabRPGSetting('Money',RPGData, 0) Level = GrabRPGSetting('Level',RPGData, 0) Inventory = GrabRPGSetting('Items', RPGData, '') Upgrades = GrabRPGSetting('Upgrades', RPGData, '') Equipped = GrabRPGSetting('Equip', RPGData, '') if(Equipped == ID){ alert('Tienes equipado este item, por favor desequipalo para poder venderlo.') return false; } // Already Bought? if(Inventory != ''){ Inven = explode("|", Inventory) Own = 0 for(i=0;i 0){ alert('Lo sentimos pero has mejorado este item, por favor remueve la mejora para poder venderlo.') return false; } } return true } function SellItem(ID){ if(CheckSellItem(ID) == true){ // Uhm, sell, yay! newMoney = parseInt(curMoney)+parseInt(Item[3]/3) NewData = RPGData NewData = SwapRPGSetting('Money', NewData, newMoney) Inventory = explode("|", Inventory) newInv = new Array() for(i=0;i