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// TMW-2 script.
// Author:
//    Jesusalva
// Description:
//    Recipe Books in TMW2

-	script	#RecipeBook	NPC_HIDDEN,{
    function showRecipe;
    function readCooking;
    function readAlchemy;
    function readCrafting;

OnUse:
    setnpcdialogtitle l("Recipe Book");

    mesc l("You open the Recipe Book. Each recipe you get can be put here.");
    next;
    do {
        mesc l("Which recipes do you want to read?");
        select
            l("Nothing."),
            l("Cooking Recipes."),
            l("Alchemy Recipes."),
            l("Crafting Recipes.");
        mes "";
        switch (@menu) {
            case 2:
                readCooking(); break;
            case 3:
                readAlchemy(); break;
            case 4:
                readCrafting(); break;
        }
    } while (@menu != 1);
    closeclientdialog;
    close;

// Expects: @scope$
// showRecipe( recipe{, recipe...} )
function showRecipe {
    if (@scope$ == "")
        return Exception("Faulty recipe skill command invoked - error");

    freeloop(true);
    for (.@a = 0; .@a < getargcount(); ++.@a) {
        .@const$ = data_to_string(getarg(.@a));

        if (startswith(.@const$, "Craft")) {
            // infer the item constant from the craft constant
            .@recipe = getarg(.@a);

            .@item = string_to_data(substr(.@const$, 5, getstrlen(.@const$) - 1));
        } else {
            // infer the craft constant from the item constant
            .@recipe = string_to_data(sprintf("Craft%s", .@const$));
            .@item = getarg(.@a);
        }

        if (.@item <= 0) {
            // target item not found
            debugmes("ERROR, INVALID ITEM ID DETECTED at showRecipe");
            continue;
        }

        if (!getd("RECIPES_"+@scope$+"["+.@recipe+"]") && !$@GM_OVERRIDE) {
            // does not have the recipe
            continue;
        }

        for (.@inv = 0; .@inv < 9; ++.@inv) {
            .@size = getcraftrecipe(.@recipe, .@inv, .@qty[0], .@item_id[0]);

            if (.@size < 0) {
                if (.@size == -1) {
                    // recipe does not exist
                    break;
                }
                // inventory does not exist
                break;
            }

            mes(l(".:: %s Recipe ::.", getitemlink(.@item)));

            for (.@it = 0; .@it < .@size; ++.@it) {
                .@recipe_item = .@item_id[.@it];
                .@recipe_qty = .@qty[.@it];

                if (.@recipe_item <= 0) {
                    break;
                }

                mesc(sprintf("%d/%d %s", countitem(.@recipe_item), .@recipe_qty, getitemlink(.@recipe_item)));
            }

            mes("");
            .@count++;
        }
    }
    freeloop(false);

    return .@count > 0;
}

// =============================== Cooking Functions
function readCooking {
    setnpcdialogtitle l("Cooking Recipes");
    @scope$="COOKING";

    mesc l("Eating is a necessity, but cooking is an art.");
    mesc l("(All items must be placed exactly in this order.)");
    next;
    mesc l("List of known cooking recipes:");
    mes "";
    //showRecipe(0, Iten, WarpedLog, 9999);
    next;
    @scope$="";
    return;
}

// =============================== Cooking Functions
function readAlchemy {
    setnpcdialogtitle l("Alchemy Recipes");
    @scope$="ALCHEMY";

    mesc l("Alchemy. The art of having quasi-magical effects without magic.");
    mesc l("(All items must be placed exactly in this order.)");
    next;
    mesc l("List of known alchemy recipes:");
    mes "";
    // Healing
    mesc "----------"+l("Healing Recipes")+"----------", 2;
    showRecipe(CraftPiberriesInfusion, PiberriesInfusion,
                    5, Piberries, 1, Curshroom);
    dnext;

    // General Boosts
    mesc "----------"+l("General Recipes")+"----------", 2;
    showRecipe(HastePotion,
               StrengthPotion,
               StatusResetPotion,
               MoveSpeedPotion,
               PrecisionPotion,
               DodgePotion);
    dnext;

    // Stats Boosts
    mesc "----------"+l("Stat Boost Recipes")+"----------", 2;
    showRecipe(LukPotionA,
               LukPotionB,
               LukPotionC);

    showRecipe(IntPotionA,
               IntPotionB,
               IntPotionC);

    showRecipe(VitPotionA,
               VitPotionB,
               VitPotionC);

    showRecipe(AgiPotionA,
               AgiPotionB,
               AgiPotionC);

    showRecipe(DexPotionA,
               DexPotionB,
               DexPotionC);

    next;
    @scope$="";
    return;
}

// =============================== Crafting Functions
function readCrafting {
    setnpcdialogtitle l("Crafting Recipes");
    @scope$="EQUIPMENT";

    mesc l("There is only one way towards the best equipment: Smith away!");
    mesc l("(All items must be placed exactly in this order.)");
    next;
    mesc l("List of known crafting recipes:");
    mes "";
    // Melee Weapons: Never use Titanium nor Lead. Iron-based, no silver
    mesc "----------"+l("One Hand Weapon Recipes")+"----------", 2;
    showRecipe(Dagger,
               WoodenSword,
               BugSlayer,
               ShortGladius,
               Backsword,
               ShortSword,
               Kitana,
               BoneKnife,
               LongSword,
               RockKnife,
               DivineSword);
    dnext;
    // Two Hands Melee Weapons: Never use Titanium nor Lead. Silver-based.
    mesc "----------"+l("Two Hands Weapon Recipes")+"----------", 2;
    // Reserved ID 63 and 64
    // Halberd is really cheap as it doesn't uses Platinum/Iridium :P
    showRecipe(MiereCleaver,
               Broadsword,
               Halberd,
               ImmortalSword);

    dnext;
    // Archery Weapons: Always use Wood, Root and Carp.
    mesc "----------"+l("Archery Weapon Recipes")+"----------", 2;
    showRecipe(ShortBow,
               ForestBow,
               ElficBow,
               ChampionshipBow,
               BansheeBow);
    dnext;
    // Magical Weapons: Wood + powders
    mesc "----------"+l("Magical Weapon Recipes")+"----------", 2;
    showRecipe(TrainingWand,
               NoviceWand,
               ApprenticeWand,
               LeaderWand,
               LegendaryWand);
    dnext;
    // Firestaff Weapons: Lead + Titanium
    mesc "----------"+l("Fire Staffs Recipes")+"----------", 2;
    showRecipe(PynRevolver,
               PynRifle,
               PynGatling,
               PynShotgun);
    dnext;
    // Shields: May use Leather. Titanium or Lead, but never both
    mesc "----------"+l("Shield Recipes")+"----------", 2;
    // Exception to shield rule: Braknar Shield
    showRecipe(WoodenShield,
               BladeShield,
               BraknarShield,
               BritShield,
               BromenalShield,
               BlueKnightShield,
               SteelShield,
               DragonShield,
               SaviorShield);
    dnext;
    // Chest Armors -> Primary Ore + Secondary Ore + Iron Powder + Earth Powder
    mesc "----------"+l("Chest Armor Recipes")+"----------", 2;
    showRecipe(LeatherShirt,
               LieutenantArmor,
               Chainmail,
               CopperArmor,
               LightPlatemail,
               GoldenLightPlatemail,
               WarlordPlate,
               GoldenWarlordPlate,
               BromenalChest,
               AssassinChest);
    dnext;
    // Pants -> Primary Item + Secondary Item + Leather Patch + Earth Powder
    mesc "----------"+l("Pants Recipes")+"----------", 2;
    showRecipe(JeansShorts,
               RaidTrousers,
               LeatherTrousers,
               JeansChaps,
               SilkPants,
               ChainmailSkirt,
               BromenalPants,
               WarlordPants,
               AssassinPants);
    dnext;
    // Gloves: Gloves items
    mesc "----------"+l("Gloves Recipes")+"----------", 2;
    showRecipe(SilkGloves,
               LeatherGloves,
               BromenalGloves,
               ManaGloves,
               WarlordGloves,
               AssassinGloves);
    dnext;
    // Helmets: Helmet items
    mesc "----------"+l("Helmet Recipes")+"----------", 2;
    showRecipe(InfantryHelmet,
               DesertHelmet,
               BromenalHelmet,
               CandleHelmet,
               CrusadeHelmet,
               WarlordHelmet,
               VikingHelmet,
               TerraniteHelmet,
               CenturionHelmet,
               BullHelmet,
               DarkHelm,
               DarkKnightHelmet,
               SamuraiHelmet);
    dnext;
    // Misc: Misc items
    mesc "----------"+l("Miscellaneous Recipes")+"----------", 2;
    showRecipe(GoldenRing,
               TerranitePants,
               TerraniteArmor,
               Skypiercer);
    next;
    @scope$="";
    return;
}

OnInit:
    .sex = G_OTHER;
    .distance = 1;
    end;
}

// Below this line are utils for Gacha. We use callfunc() on itemDB.
// Types: CRAFT_COOKING, CRAFT_ALCHEMY, CRAFT_EQUIPMENT
// Rarity: 1 - basic, 2 - intermediary, 4 - advanced, 8 - expert, 16 - master
// Level equivalents: 1: (1~20) 2: (21~44), 3: (45~75), 4: (76~99), 5: 100+
function	script	MakeBlueprint	{
    .@type=getarg(0, -1);
    .@rarity=getarg(1, 1);

    switch (.@type) {
        /////////////////////////////////////////////////////
        ///// Alchemy Recipes
        /////////////////////////////////////////////////////
        case CRAFT_ALCHEMY:
            if (.@rarity & CRAFT_BASIC) {
                array_push(.@recipes, CraftPiberriesInfusion);
                array_push(.@recipes, CraftHastePotion);
                array_push(.@recipes, CraftStrengthPotion);
            }
            if (.@rarity & CRAFT_INTERMEDIARY) {
                array_push(.@recipes, CraftLukPotionA);
                array_push(.@recipes, CraftDexPotionA);
                array_push(.@recipes, CraftIntPotionA);
                array_push(.@recipes, CraftAgiPotionA);
                array_push(.@recipes, CraftVitPotionA);
                array_push(.@recipes, CraftSpeedPotion);
            }
            if (.@rarity & CRAFT_ADVANCED) {
                array_push(.@recipes, CraftResetPotion);
                array_push(.@recipes, CraftPrecisionPotion);
                array_push(.@recipes, CraftDodgePotion);
            }
            if (.@rarity & CRAFT_EXPERT) {
                array_push(.@recipes, CraftLukPotionB);
                array_push(.@recipes, CraftDexPotionB);
                array_push(.@recipes, CraftIntPotionB);
                array_push(.@recipes, CraftAgiPotionB);
                array_push(.@recipes, CraftVitPotionB);
            }
            if (.@rarity & CRAFT_MASTER) {
                array_push(.@recipes, CraftLukPotionC);
                array_push(.@recipes, CraftDexPotionC);
                array_push(.@recipes, CraftIntPotionC);
                array_push(.@recipes, CraftAgiPotionC);
                array_push(.@recipes, CraftVitPotionC);
            }

            // Now you'll learn some recipe!
            .@rcp=any_of(.@recipes);
            if (RECIPES_ALCHEMY[.@rcp]) {
                .@mpot=rand2(900, 1000*.@rarity);
                dispbottom l("It was a recipe you already knew... (+ @@ Mobpt)", .@mpot);
                getexp (BaseLevel+JobLevel)*rand2(1,.@rarity), JobLevel+rand2(1,.@rarity);
                // Give you some Monster Points to use with Intense Beard
                // You do NOT need to be registered with Aidan for this.
                Mobpt+=.@mpot;
            } else {
                dispbottom l("Learned a new recipe!");
                RECIPES_ALCHEMY[.@rcp]=true;
            }
            break;
        /////////////////////////////////////////////////////
        ///// Equipment Recipes
        /////////////////////////////////////////////////////
//                array_push(.@recipes, Craft);
        case CRAFT_EQUIPMENT:
            if (.@rarity & CRAFT_BASIC) {
                array_push(.@recipes, CraftWoodenSword);
                array_push(.@recipes, CraftWoodenShield);
                array_push(.@recipes, CraftTrainingWand);
                array_push(.@recipes, CraftShortBow);
                array_push(.@recipes, CraftSilkGloves);
                array_push(.@recipes, CraftInfantryHelmet);
                array_push(.@recipes, CraftLeatherShirt);
                array_push(.@recipes, CraftJeansShorts);
            }
            if (.@rarity & CRAFT_INTERMEDIARY) {
                array_push(.@recipes, CraftBugSlayer);
                array_push(.@recipes, CraftShortGladius);
                array_push(.@recipes, CraftMiereCleaver);
                array_push(.@recipes, CraftBladeShield);
                array_push(.@recipes, CraftNoviceWand);
                array_push(.@recipes, CraftForestBow);
                array_push(.@recipes, CraftLeatherGloves);
                array_push(.@recipes, CraftDesertHelmet);
                array_push(.@recipes, CraftBromenalHelmet);
                array_push(.@recipes, CraftLieutenantArmor);
                array_push(.@recipes, CraftRaidTrousers);
            }
            if (.@rarity & CRAFT_ADVANCED) {
                array_push(.@recipes, CraftBacksword);
                array_push(.@recipes, CraftShortsword);
                array_push(.@recipes, CraftBoneKnife);
                array_push(.@recipes, CraftKitana);
                array_push(.@recipes, CraftBroadsword);
                array_push(.@recipes, CraftPynRevolver);
                array_push(.@recipes, CraftApprenticeWand);
                array_push(.@recipes, CraftElficBow);
                array_push(.@recipes, CraftBritShield);
                array_push(.@recipes, CraftBromenalShield);
                array_push(.@recipes, CraftBlueKnightShield);
                array_push(.@recipes, CraftBromenalGloves);
                array_push(.@recipes, CraftCandleHelmet);
                array_push(.@recipes, CraftCrusadeHelmet);
                array_push(.@recipes, CraftWarlordHelmet);
                array_push(.@recipes, CraftVikingHelmet);
                array_push(.@recipes, CraftChainmail);
                array_push(.@recipes, CraftCopperArmor);
                array_push(.@recipes, CraftLightPlatemail);
                array_push(.@recipes, CraftWarlordPlate);
                array_push(.@recipes, CraftBromenalChest);
                array_push(.@recipes, CraftLeatherTrousers);
                array_push(.@recipes, CraftJeansChaps);
                array_push(.@recipes, CraftSilkPants);
                array_push(.@recipes, CraftChainmailSkirt);
                array_push(.@recipes, CraftBromenalPants);
                array_push(.@recipes, CraftWarlordPants);
            }
            if (.@rarity & CRAFT_EXPERT) {
                array_push(.@recipes, CraftGoldenRing);
                array_push(.@recipes, CraftLongSword);
                array_push(.@recipes, CraftRockKnife);
                array_push(.@recipes, CraftHalberd);
                array_push(.@recipes, CraftPynRifle);
                array_push(.@recipes, CraftPynGatling);
                array_push(.@recipes, CraftLeaderWand);
                array_push(.@recipes, CraftChampionshipBow);
                array_push(.@recipes, CraftSteelShield);
                array_push(.@recipes, CraftDragonShield);
                array_push(.@recipes, CraftManaGloves);
                array_push(.@recipes, CraftWarlordGloves);
                array_push(.@recipes, CraftTerraniteHelmet);
                array_push(.@recipes, CraftCenturionHelmet);
                array_push(.@recipes, CraftBullHelmet);
                array_push(.@recipes, CraftDarkHelm);
                array_push(.@recipes, CraftTerraniteArmor);
                array_push(.@recipes, CraftTerranitePants);
                array_push(.@recipes, CraftAssassinChest);
                array_push(.@recipes, CraftAssassinPants);
           }
            if (.@rarity & CRAFT_MASTER) {
                array_push(.@recipes, CraftDivineSword);
                array_push(.@recipes, CraftImmortalSword);
                array_push(.@recipes, CraftPynShotgun);
                array_push(.@recipes, CraftLegendaryWand);
                array_push(.@recipes, CraftBansheeBow);
                array_push(.@recipes, CraftSaviorShield);
                array_push(.@recipes, CraftAssassinGloves);
                array_push(.@recipes, CraftDarkKnightHelmet);
                array_push(.@recipes, CraftSamuraiHelmet);
            }

            // Now you'll learn some recipe!
            .@rcp=any_of(.@recipes);

			// Double precision failsafe
            if (RECIPES_EQUIPMENT[.@rcp])
	            .@rcp=any_of(.@recipes);

			// Maybe you already knew it?
            if (RECIPES_EQUIPMENT[.@rcp]) {
                .@mpot=rand2(900*.@rarity, 1000*.@rarity);
                dispbottom l("It was a recipe you already knew... (+ @@ Mobpt)", .@mpot);
                getexp (BaseLevel+JobLevel)*rand2(1,.@rarity), JobLevel+rand2(1,.@rarity);
                // Give you some Monster Points to use with Intense Beard
                // You do NOT need to be registered with Aidan for this.
                Mobpt+=.@mpot;
            } else {
                dispbottom l("Learned a new recipe!");
                RECIPES_EQUIPMENT[.@rcp]=true;
            }
            break;
        default:
            return Exception("Invalid blueprint type "+.@type+" - item was lost.");
    }
    return;
}

// Create a blueprint based on level. Extra chance for weaker Blueprint.
// Level equivalents: 1: (1~20) 2: (21~44), 3: (45~75), 4: (76~99), 5: 100+
function	script	MakeRandomBlueprint	{
    array_push(.@blueprints, AlchemyBlueprintA);
    array_push(.@blueprints, EquipmentBlueprintA);
    if (BaseLevel > 20) {
        array_push(.@blueprints, AlchemyBlueprintB);
        array_push(.@blueprints, EquipmentBlueprintB);
    }
    if (BaseLevel > 44) {
        array_push(.@blueprints, AlchemyBlueprintB);
        array_push(.@blueprints, EquipmentBlueprintB);
        array_push(.@blueprints, AlchemyBlueprintC);
        array_push(.@blueprints, EquipmentBlueprintC);
    }
    if (BaseLevel > 75) {
        array_push(.@blueprints, AlchemyBlueprintC);
        array_push(.@blueprints, EquipmentBlueprintC);
        array_push(.@blueprints, AlchemyBlueprintD);
        array_push(.@blueprints, EquipmentBlueprintD);
    }
    if (BaseLevel > 100) {
        array_push(.@blueprints, AlchemyBlueprintD);
        array_push(.@blueprints, EquipmentBlueprintD);
        array_push(.@blueprints, AlchemyBlueprintE);
        array_push(.@blueprints, EquipmentBlueprintE);
    }
    getitem any_of(.@blueprints), 1;
    return;
}