function FindSelUpItem(){ toReturn = ""; Object = document.forms['item_select'].up_item_sel if(Object){ if(Object.length){ for(o=0;oRemover)" enchUpgrade = Synthesis[curUpgrade[Inventory[i]]][4] // Upgraded - Stat Increatements Enhanced itemStat[0] = parseInt(itemStat[0]) + parseInt(enchUpgrade[0]) itemStat[1] = parseInt(itemStat[1]) + parseInt(enchUpgrade[1]) itemStat[2] = parseInt(itemStat[2]) + parseInt(enchUpgrade[2]) itemStat[3] = parseInt(itemStat[3]) + parseInt(enchUpgrade[3]) } else { itemUpgrade = "" itemSelUp = "" } // Build Stats inStat = "" inStat += "" inStat += "" inStat += "" inStat += "" inStat += "" inStat += "" inStat += "" inStat += "" inStat += "" inStat += "" inStat += "" inStat += "" inStat += "" inStat += "" inStat += "
Incremento del StatusHPMPSTRDEF
"+itemStat[0]+""+itemStat[1]+""+itemStat[2]+""+itemStat[3]+"
" 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 += ""+itemSelUp+"" Content += "" } } else { Content += "" Content += "Actualmente no tienes items en tu inventario." Content += "" } Content += "" Content += "Cantidad de "+MoneyName+": "+curMoney+"" Content += "" Content += "

" // Display Synthesis Upgrade's Content += "
Mejoras de Synthesis disponibles
" Content += "" Content += "" Content += "" Content += "" Content += "" Content += "" Content += "" itemsAvail = 0 for(s=0;s" inStat += "" inStat += "" inStat += "" inStat += "" inStat += "
ImagenNombreDescripciónComprar
"+itemStat[1]+""+itemStat[2]+""+itemStat[3]+"
" Img = ""+TheItem[1]+"" 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 mejoras de synthesis disponibles. Por favor, checa mas tarde." Content += "" } else { Content += "" Content += "Total de Synthesis disponibles: "+itemsAvail+"" Content += "" } Content += "" BuildRPGDisplay("Tienda de Synthesis", Content); } function CheckSynthesis(ID){ ItemID = FindSelUpItem(); if(ItemID == ''){ alert('Por favor selecciona primero un item para mejorar.') return false } if(!Synthesis[ID]){ alert('Synthesis seleccionado invalido') return false; } Item = Synthesis[ID] curMoney = GrabRPGSetting('Money',RPGData, 0) Upgrades = GrabRPGSetting('Upgrades', RPGData, '') // Enough Money? if(curMoney < Item[3]){ alert('Lo sentimos pero no tienes suficiente '+MoneyName+' para comprar esta mejora.') return false; } // Already Upgraded? if(Upgrades != ''){ Inven = explode("|", Upgrades) Upg = 0 for(i=0;i 0){ alert('Lo sentimos pero ya habias mejorado este item antes, por favor remueva la mejora antes de agregar una nueva.') return false; } } return true } function BuySynthesis(ID){ if(CheckSynthesis(ID) == true){ // Uhm, buy, yay! newMoney = parseInt(curMoney - Item[3]) NewData = RPGData NewData = SwapRPGSetting('Money', NewData, newMoney) if(Upgrades == ''){ Upgrades = ItemID+"_"+ID } else { Upgrades = Upgrades+"|"+ItemID+"_"+ID } NewData = SwapRPGSetting('Upgrades', NewData, Upgrades) ReBuildData(NewData) } } function RemoveUpgrade(ID){ // No Check Needed Upgrades = GrabRPGSetting('Upgrades', RPGData, '') newUp = explode("|", Upgrades) upArray = new Array(); if(Upgrades != ''){ for(u=0;u