;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Make Item ;;;;;;;;;
[@ItemCreation]
{
#IF
#SAY
<[ I got them in my Store! ]/@CheckStoreForBootyItem>\
<[ I'll go check Now ]/@Main>\\
PLEASE NOTE YOU WILL LOSE ALL ADDED\
STATS ON THE CURRENT ITEMS!!\\
You need the following items to Create a\
Unique Item ....\\
ForbiddenApple 2000\
AncientSkull 1000\
Crystal 500\
AntEgg 500\
CorpseBones 500\
SkeletonBone 500\
Relic 250\
GodStatue 250\
SpiderLine 250\
Scale 250\
JungleRelic 100\
NecroHeart 100\
Tooth 100\
Skin 100\
Nail 100\
PrajnaTear 100\
LuminousPearl 100\
MissingPearl 100\
PreciousJade 100\
Bugle 100\
SnakeBile 50\
IndiaSpirit 50\
FrogSkin 50\
SpiderTooth 50\
CannibalPlantFruit 50\
MaggotPill 50\
ScorpionTail 50\\
<[ I got them in my Store! ]/@CheckStoreForBootyItem>\
<[ I'll go check Now ]/@Main>\\\


[@CheckStoreForBootyItem]
#SAY
Checking... 
#ACT
FormatStr "FLD_CHARACTER='%s'" %USERNAME
ReadValueSql  "TBL_BootyStore"  %A9 "FLD_VAR1,FLD_VAR2,FLD_VAR3,FLD_VAR4,FLD_VAR5,FLD_VAR6"  [@CheckStoreItem1]

[@CheckStoreItem1()]
#ACT
Mov  D0 %ARG(1)
Mov  D1 %ARG(2)
Mov  D2 %ARG(3)
Mov  D3 %ARG(4)
Mov  D4 %ARG(5)
Mov  D5 %ARG(6)
#IF
Large D0 50
Large D1 50
Large D2 50
Large D3 50
Large D4 100
Large D5 100
#ACT
FormatStr "FLD_CHARACTER='%s'" %USERNAME
ReadValueSql  "TBL_BootyStore"  %A9 "FLD_VAR7,FLD_VAR8,FLD_VAR9,FLD_VAR10,FLD_VAR11,FLD_VAR12"  [@CheckStoreItem2]
#ELSESAY
You are short of one of these items..\
SpiderTooth 50\
CannibalPlantFruit 50\
ScorpionTail 50\
MaggotPill 50\
MissingPearl 100\
PreciousJade 100\\
<[ Check Items ]/@Main>\\\

[@CheckStoreItem2()]
#ACT
Mov  D0 %ARG(1)
Mov  D1 %ARG(2)
Mov  D2 %ARG(3)
Mov  D3 %ARG(4)
Mov  D4 %ARG(5)
Mov  D5 %ARG(6)
#IF
Large D0 500
Large D1 50
Large D2 50
Large D3 500
Large D4 100
Large D5 250
#ACT
FormatStr "FLD_CHARACTER='%s'" %USERNAME
ReadValueSql  "TBL_BootyStore"  %A9 "FLD_VAR13,FLD_VAR14,FLD_VAR15,FLD_VAR16,FLD_VAR17,FLD_VAR18"  [@CheckStoreItem3]
#ELSESAY
You are short of one of these items..\
AntEgg 500\
SnakeBile 50\
IndiaSpirit 50\
SkeletonBone 500\
Tooth 100\
SpiderLine 250\\
<[ Check Items ]/@Main>\\\

[@CheckStoreItem3()]
#ACT
Mov  D0 %ARG(1)
Mov  D1 %ARG(2)
Mov  D2 %ARG(3)
Mov  D3 %ARG(4)
Mov  D4 %ARG(5)
Mov  D5 %ARG(6)
#IF
Large D0 100
Large D1 100
Large D2 250
Large D3 500
Large D4 100
Large D5 100
#ACT
FormatStr "FLD_CHARACTER='%s'" %USERNAME
ReadValueSql  "TBL_BootyStore"  %A9 "FLD_VAR19,FLD_VAR20,FLD_VAR21,FLD_VAR22,FLD_VAR23,FLD_VAR24"  [@CheckStoreItem4]
#ELSESAY
You are short of one of these items..\
Skin 100\
Nail 100\
GodStatue 250\
CorpseBones 500\
PrajnaTear 100\
LuminousPearl 100\\
<[ Check Items ]/@Main>\\\

[@CheckStoreItem4()]
#ACT
Mov  D0 %ARG(1)
Mov  D1 %ARG(2)
Mov  D2 %ARG(3)
Mov  D3 %ARG(4)
Mov  D4 %ARG(5)
Mov  D5 %ARG(6)
#IF
Large D0 50
Large D1 100
Large D2 250
Large D3 250
Large D4 2000
Large D5 1000
#ACT
FormatStr "FLD_CHARACTER='%s'" %USERNAME
ReadValueSql  "TBL_BootyStore"  %A9 "FLD_VAR25,FLD_VAR26,FLD_VAR27"  [@CheckStoreItem5]
#ELSESAY
You are short of one of these items..\
FrogSkin 50\
Bugle 100\
Relic 250\
Scale 250\
ForbiddenFruit 2000\
AncientSkull 1000\\
<[ Check Items ]/@Main>\\\

[@CheckStoreItem5()]
#ACT
Mov  D0 %ARG(1)
Mov  D1 %ARG(2)
Mov  D2 %ARG(3)
#IF
Large D0 500
Large D1 100
Large D2 100
#ACT
DelayGoto [local] 1 @MakeItem1
#ELSESAY
You are short of one of these items..\
Crystal 500\
NecroHeart 100\
JungleRelic 100\\
<[ Check Items ]/@Main>\\\

[@MakeItem1]
#SAY
Now.. to the Nitty Gritty!1\\
Please Select an Item\\
<[ Necklace ]/@Necky11>\
<[ Bracelet ]/@Brace11>\
<[ Ring ]/@Ring11>\
<[ Armour ]/@Armour11>\
<[ Boots ]/@Boots11>\
<[ Helmet ]/@Helm11>\\
Please Note, that some items require 3 Base Items\
Some Require 5 of them\
<[ Exit ]/@exit>\\\

[@Necky11]
#SAY 
<[ Start Again ]/@main>\
<[ Exit ]/@exit>\\\

{FCOLOR/1}Luck, DC, MC, MR+%, E-Att{FCOLOR/10}\                                              ;@LuckNecky
<[ RecallNecklace ]/@LuckNecky(RecallNecklace,3)>\
<[ AmuletOfBenediction ]/@LuckNecky(AmuletOfBenediction,3)>\                           
{FCOLOR/1}Accuracy, Agilty, DC, MC, E-Att{FCOLOR/10}\                                        ;@AccNecky
<[ SkillNecklace ]/@AccNecky(SkillNecklace,3)>\
<[ EmphaticNecklace ]/@AccNecky(EmphaticNecklace,3)>\
<[ NobleNecklace ]/@AccNecky(NobleNecklace,3)>\
<[ DemonicNecklace ]/@AccNecky(DemonicNecklace,3)>\
<[ SaintlyNecklace ]/@AccNecky(SaintlyNecklace,3)>\
<[ SupremeNecklace ]/@AccNecky(SupremeNecklace,3)>\
<[ ShadowNecklace ]/@AccNecky(ShadowNecklace,3)>\
<[ DominanceNecky ]/@AccNecky(DominanceNecky,3)>\
<[ CoreNecky ]/@AccNecky(CoreNecky,3)>\
<[ KnowledgeNeck ]/@AccNecky(KnowledgeNeck,3)>\
<[ HeartNeck ]/@AccNecky(HeartNeck,3)>\
<[ PowerNeck ]/@AccNecky(PowerNeck,3)>\
{FCOLOR/1}Velocity, HPR, MPR, DC, MC, E-Att{FCOLOR/10}\                                      ;@VeloNecky
<[ RaiderNecklace ]/@VeloNecky(RaiderNecklace,3)>\
<[ DamageNecklace ]/@VeloNecky(DamageNecklace,3)>\
<[ FearsomeNecklace ]/@VeloNecky(FearsomeNecklace,3)>\
<[ CollisionNecky ]/@VeloNecky(CollisionNecky,3)>\
<[ EnmityNecklace ]/@VeloNecky(EnmityNecklace,3)>\\
<[ Select A Different Item ]/@MakeItem>\\
<[ Exit ]/@exit>\\\

[@Brace11]
#SAY
{FCOLOR/1}AC, MR, DC, MC, E-Att{FCOLOR/10}\                                                  ;@Brace
<[ RecallBracelet ]/@Brace(RecallBracelet,3)>\
<[ DarkMithrilGlove ]/@Brace(DarkMithrilGlove,5)>\
<[ DarkDragonsClaw ]/@Brace(DarkDragonsClaw,5)>\
<[ DarkAdamantineGlove ]/@Brace(DarkAdamantineGlove,5)>\
<[ LightMithrilGlove ]/@Brace(LightMithrilGlove,5)>\
<[ LightDragonsClaw ]/@Brace(LightDragonsClaw,5)>\
<[ LightAdamantineGlove ]/@Brace(LightAdamantineGlove,5)>\
<[ EmphaticBracelet ]/@Brace(EmphaticBracelet,3)>\
<[ NobleBracelet ]/@Brace(NobleBracelet,3)>\
<[ RaiderBracelet ]/@Brace(RaiderBracelet,3)>\
<[ EmphaticShieldBracelet ]/@Brace(EmphaticShieldBracelet,3)>\
<[ NobleShieldBracelet ]/@Brace(NobleShieldBracelet,3)>\
<[ RaiderShieldBracelet ]/@Brace(RaiderShieldBracelet,3)>\
<[ FearsomeGlove ]/@Brace(FearsomeGlove,3)>\
<[ SupremeBracelet ]/@Brace(SupremeBracelet,3)>\
<[ ShadowBracelet ]/@Brace(ShadowBracelet,3)>\
<[ CollisionBrace ]/@Brace(CollisionBrace,3)>\
<[ DominanceBrace ]/@Brace(DominanceBrace,3)>\
<[ CoreBracelet ]/@Brace(CoreBracelet,3)>\
<[ DemonicBracelet ]/@Brace(DemonicBracelet,3)>\
<[ SaintlyBracelet ]/@Brace(SaintlyBracelet,3)>\
<[ DamageBracelet ]/@Brace(DamageBracelet,3)>\
<[ TempleBand(MC) ]/@Brace(TempleBand(MC),3)>\
<[ TempleBand(SC) ]/@Brace(TempleBand(SC),3)>\
<[ TempleBand(DC) ]/@Brace(TempleBand(DC),3)>\
<[ EnmityBracelet ]/@Brace(EnmityBracelet,3)>\\
<[ Select A Different Item ]/@MakeItem>\\
<[ Exit ]/@exit>\\\


[@Ring11]
#SAY
{FCOLOR/1}Velocity, Regen, PR, PN, DC, MC, E-Att{FCOLOR/10}\                                 ;@VeloRing
<[ SurviveRing ]/@VeloRing(SurviveRing,5)>\
<[ SpeedRing ]/@VeloRing(SpeedRing,5)>\
<[ SurvivalBand ]/@VeloRing(SurvivalBand,5)>\
<[ BloodStealerRing ]/@VeloRing(BloodStealerRing,5)>\
<[ BreathStealerRing ]/@VeloRing(BreathStealerRing,5)>\
<[ KillerRing ]/@VeloRing(KillerRing,5)>\
<[ AdvancedSurviveRing ]/@VeloRing(AdvancedSurviveRing,5)>\
<[ AdvancedSpeedRing ]/@VeloRing(AdvancedSpeedRing,5)>\
<[ AdvancedSurvivalBand ]/@VeloRing(AdvancedSurvivalBand,5)>\
<[ BodyStealerRing ]/@VeloRing(BodyStealerRing,5)>\
<[ WindStealerRing ]/@VeloRing(WindStealerRing,5)>\
<[ MurderousRing ]/@VeloRing(MurderousRing,5)>\
<[ RaiderRing ]/@VeloRing(RaiderRing,3)>\
<[ FearsomeRing ]/@VeloRing(FearsomeRing,3)>\
<[ CollisionRing ]/@VeloRing(CollisionRing,3)>\
<[ DamageRing ]/@VeloRing(DamageRing,3)>\
<[ EnmityRing ]/@VeloRing(EnmityRing,3)>\
{FCOLOR/1}AC, MR, DC, MC, E-Att{FCOLOR/10}\                                                  ;@ACRing
<[ TeleportRing ]/@ACRing(TeleportRing,3)>\
<[ RevivalRing ]/@ACRing(RevivalRing,3)>\
<[ RecallRing ]/@ACRing(RecallRing,3)>\
<[ ClearRing ]/@ACRing(ClearRing,3)>\
<[ ParaRing ]/@ACRing(ParaRing,3)>\
<[ ProRing ]/@ACRing(ProRing,3)>\
<[ MuscleRing ]/@ACRing(MuscleRing,3)>\
<[ DevineRing ]/@ACRing(DevineRing,5)>\
<[ ChivalryRing ]/@ACRing(ChivalryRing,5)>\
<[ BeastRing ]/@ACRing(BeastRing,5)>\
<[ BeastRing(IG) ]/@ACRing(BeastRing(IG),5)>\
<[ BeastRing(GE) ]/@ACRing(BeastRing(GE),5)>\
<[ BeastRing(FU) ]/@ACRing(BeastRing(FU),5)>\
<[ BeastRing(VE) ]/@ACRing(BeastRing(VE),5)>\
<[ BeastRing(SA) ]/@ACRing(BeastRing(SA),5)>\
<[ BeastRing(AT) ]/@ACRing(BeastRing(AT),5)>\
<[ BeastRing(PH) ]/@ACRing(BeastRing(PH),5)>\
<[ RotationRing ]/@ACRing(RotationRing,5)>\
<[ RotationRing(IG) ]/@ACRing(RotationRing(IG),5)>\
<[ RotationRing(GE) ]/@ACRing(RotationRing(GE),5)>\
<[ RotationRing(FU) ]/@ACRing(RotationRing(FU),5)>\
<[ RotationRing(VE) ]/@ACRing(RotationRing(VE),5)>\
<[ RotationRing(SA) ]/@ACRing(RotationRing(SA),5)>\
<[ RotationRing(AT) ]/@ACRing(RotationRing(AT),5)>\
<[ RotationRing(PH) ]/@ACRing(RotationRing(PH),5)>\
<[ DevineChivalryRing ]/@ACRing(DevineChivalryRing,5)>\
<[ DevineBeastRing(IG) ]/@ACRing(DevineBeastRing(IG),5)>\
<[ DevineBeastRing(GE) ]/@ACRing(DevineBeastRing(GE),5)>\
<[ DevineBeastRing(VE) ]/@ACRing(DevineBeastRing(VE),5)>\
<[ DevineBeastRing(FU) ]/@ACRing(DevineBeastRing(FU),5)>\
<[ DevinationRing(SA) ]/@ACRing(DevinationRing(SA),5)>\
<[ DevinationRing(AT) ]/@ACRing(DevinationRing(AT),5)>\
<[ DemonClear ]/@ACRing(DemonClear,3)>\
<[ DemonPara ]/@ACRing(DemonPara,3)>\
<[ DemonPro ]/@ACRing(DemonPro,3)>\
<[ DemonMuscle ]/@ACRing(DemonMuscle,3)>\
<[ NobleRing ]/@ACRing(NobleRing,3)>\
<[ EmphaticRing ]/@ACRing(EmphaticRing,3)>\
<[ MagicShieldRing ]/@ACRing(MagicShieldRing,3)>\
<[ SupremeRing ]/@ACRing(SupremeRing,3)>\
<[ ShadowRing ]/@ACRing(ShadowRing,3)>\
<[ DominanceRing ]/@ACRing(DominanceRing,3)>\
<[ CoreRing ]/@ACRing(CoreRing,3)>\
<[ GodClear ]/@ACRing(GodClear,3)>\
<[ GodPara ]/@ACRing(GodPara,3)>\
<[ GodPro ]/@ACRing(GodPro,3)>\
<[ GodMuscle ]/@ACRing(GodMuscle,3)>\
<[ DemonicRing ]/@ACRing(DemonicRing,3)>\
<[ SaintlyRing ]/@ACRing(SaintlyRing,3)>\
<[ RingOfSpirit ]/@ACRing(RingOfSpirit,3)>\
<[ RingOfMagic ]/@ACRing(RingOfMagic,3)>\
<[ RingOfStrength ]/@ACRing(RingOfStrength,3)>\\
<[ Select A Different Item ]/@MakeItem>\\
<[ Exit ]/@exit>\\\


[@Armour11]
#SAY
{FCOLOR/1}AC, MR, DC, MC, E-Att{FCOLOR/10}\                                                  ;@ArmourGender
<[ ClassHadesSteelArmour ]/@ArmourGender(ClassHadesSteelArmour,5)>\
<[ ClassDecalogueRobe ]/@ArmourGender(ClassDecalogueRobe,5)>\
<[ ClassGreatVirtueRobe ]/@ArmourGender(ClassGreatVirtueRobe,5)>\
<[ WarDemon ]/@ArmourGender(WarDemon,5)>\
<[ WizDemon ]/@ArmourGender(WizDemon,5)>\
<[ TaoDemon ]/@ArmourGender(TaoDemon,5)>\
<[ LightWarriorCloth ]/@ArmourGender(LightWarriorCloth,5)>\
<[ LightMageRobe ]/@ArmourGender(LightMageRobe,5)>\
<[ LightTaoRobe ]/@ArmourGender(LightTaoRobe,5)>\
<[ DarkWarriorCloth ]/@ArmourGender(DarkWarriorCloth,5)>\
<[ DarkMageRobe ]/@ArmourGender(DarkMageRobe,5)>\
<[ DarkTaoRobe ]/@ArmourGender(DarkTaoRobe,5)>\
<[ KingsChampionArmour ]/@ArmourGender(KingsChampionArmour,3)>\
<[ KingsMageRobe ]/@ArmourGender(KingsMageRobe,3)>\
<[ KingsPaladinArmour ]/@ArmourGender(KingsPaladinArmour,3)>\
<[ SatanicDeath ]/@ArmourGender(SatanicDeath,3)>\
<[ PowerSatanic ]/@ArmourGender(PowerSatanic,3)>\
<[ SoulSatanic ]/@ArmourGender(SoulSatanic,3)>\
<[ ArmourOfGod ]/@ArmourGender(ArmourOfGod,3)>\
<[ UniversalArmour ]/@ArmourGender(UniversalArmour,3)>\\
<[ Select A Different Item ]/@MakeItem>\\
<[ Exit ]/@exit>\\\


[@Boots11]
#SAY
{FCOLOR/1}Rec, HW, CW{FCOLOR/10}\                                                  ;@Boots
<[ BlackIronBoots ]/@Boots(BlackIronBoots,5)>\
<[ BlackNobleBoots ]/@Boots(BlackNobleBoots,5)>\
<[ FlameSaverBoots ]/@Boots(FlameSaverBoots,5)>\
<[ ProtectionBoots ]/@Boots(ProtectionBoots,5)>\
<[ BlueNobleBoots ]/@Boots(BlueNobleBoots,5)>\
<[ RedNobleBoots ]/@Boots(RedNobleBoots,5)>\
<[ ClassSwiftBoots ]/@Boots(ClassSwiftBoots,3)>\
<[ BrownNobleBoots ]/@Boots(BrownNobleBoots,3)>\
<[ AngelBoots ]/@Boots(AngelBoots,3)>\
<[ RedProtectors ]/@Boots(RedProtectors,3)>\
<[ PetiteBoots ]/@Boots(PetiteBoots,3)>\
<[ GoldProtectorBoots ]/@Boots(GoldProtectorBoots,3)>\
<[ GoldScaleBoots ]/@Boots(GoldScaleBoots,3)>\
<[ DragonScaleBoots ]/@Boots(DragonScaleBoots,3)>\\
<[ Select A Different Item ]/@MakeItem>\\
<[ Exit ]/@exit>\\\

[@Helm11]
#SAY
{FCOLOR/1}AC, MR, DC, MC, E-Att{FCOLOR/10}\                                                  ;@Helmet
<[ RecallHelmet ]/@Helmet(RecallHelmet,3)>\
<[ LiegeHelmet ]/@Helmet(LiegeHelmet,5)>\
<[ TigerHelmet ]/@Helmet(TigerHelmet,5)>\
<[ DisciplineTurban ]/@Helmet(DisciplineTurban,5)>\
<[ LiegeDefender ]/@Helmet(LiegeDefender,5)>\
<[ TigerDefender ]/@Helmet(TigerDefender,5)>\
<[ TurbanDefender ]/@Helmet(TurbanDefender,5)>\
<[ HelmOfPower ]/@Helmet(HelmOfPower,3)>\
<[ HelmOfMagic(DEF) ]/@Helmet(HelmOfMagic(DEF),3)>\
<[ HelmOfMagic(ATT) ]/@Helmet(HelmOfMagic(ATT),3)>\
<[ DarkHelmOfPower ]/@Helmet(DarkHelmOfPower,3)>\
<[ DarkHelmOfMagic(DEF) ]/@Helmet(DarkHelmOfMagic(DEF),3)>\
<[ DarkHelmOfMagic(ATT) ]/@Helmet(DarkHelmOfMagic(ATT),3)>\
<[ LightHelmOfPower ]/@Helmet(LightHelmOfPower,3)>\
<[ LightHelmOfMagic(DEF) ]/@Helmet(LightHelmOfMagic(DEF),3)>\
<[ LightHelmOfMagic(ATT) ]/@Helmet(LightHelmOfMagic(ATT),3)>\
<[ KingsHelm(IG) ]/@Helmet(KingsHelm(IG),3)>\
<[ KingsHelm(GE) ]/@Helmet(KingsHelm(GE),3)>\
<[ KingsHelm(FU) ]/@Helmet(KingsHelm(FU),3)>\
<[ KingsHelm(VE) ]/@Helmet(KingsHelm(VE),3)>\
<[ KingsHelm(SA) ]/@Helmet(KingsHelm(SA),3)>\
<[ KingsHelm(AT) ]/@Helmet(KingsHelm(AT),3)>\
<[ KingsHelm(PH) ]/@Helmet(KingsHelm(PH),3)>\
<[ KingsHelm ]/@Helmet(KingsHelm,3)>\
<[ SatanicHelmet ]/@Helmet(SatanicHelmet,3)>\
<[ HelmOfGod ]/@Helmet(HelmOfGod,3)>\
<[ UniversalHelm ]/@Helmet(UniversalHelm,3)>\
<[ EnmityHelmet ]/@Helmet(EnmityHelmet,3)>\\
<[ Select A Different Item ]/@MakeItem>\\
<[ Exit ]/@exit>\\\


[@LuckNecky()]
#ACT
   Mov  A0  %ARG(1)
   Mov  D1  %ARG(2)

#IF
!CheckItem  %A0  %D1
#SAY
You must have <$OUTPUT(D1)> of these items\\
<[ Exit ]/@exit>\\\
#ACT
Break

#IF
   CheckFame
#ACT
   Mov  D2  %P9
#IF
   ELarge  D2  100
#ELSESAY
You do not have 100 Fame Points Spare!\\
<[ Exit ]/@exit>\\\
#ELSEACT
Break


#IF
#ACT
Mov  D3  0    ;Accuracy/Agility
Mov  D4  0    ;AC/MR
Mov  D5  0    ;Velo
Mov  D6  0    ;Recovery
Mov  D7  0    ;HP Steal
Mov  D8  1    ;Luck
Goto @ResetStats

[@AccNecky()]
#ACT
   Mov  A0  %ARG(1)
   Mov  D1  %ARG(2)

#IF
CheckItem  %A0  %D1
#ELSESAY
You must have <$OUTPUT(D1)> <$OUTPUT(A0)>\\
<[ Exit ]/@exit>\\\
#ELSEACT
Break

#IF
   CheckFame
#ACT
   Mov  D2  %P9
#IF
   ELarge  D2  100
#ELSESAY
You do not have 100 Fame Points Spare!\\
<[ Exit ]/@exit>\\\
#ELSEACT
Break


#IF
#ACT
Mov  D3  1    ;Accuracy/Agility
Mov  D4  0    ;AC/MR
Mov  D5  0    ;Velo
Mov  D6  0    ;Recovery
Mov  D7  0    ;HP Steal
Mov  D8  0    ;Luck
Goto @ResetStats

[@VeloNecky()]
#ACT
   Mov  A0  %ARG(1)
   Mov  D1  %ARG(2)

#IF
!CheckItem  %A0  %D1
#SAY
You must have <$OUTPUT(D1)> of these items\\
<[ Exit ]/@exit>\\\
#ACT
Break

#IF
   CheckFame
#ACT
   Mov  D2  %P9
#IF
   ELarge  D2  100
#ELSESAY
You do not have 100 Fame Points Spare!\\
<[ Exit ]/@exit>\\\
#ELSEACT
Break


#IF
#ACT
Mov  D3  0    ;Accuracy/Agility
Mov  D4  0    ;AC/MR
Mov  D5  0    ;Velo
Mov  D6  0    ;Recovery
Mov  D7  0    ;HP Steal
Mov  D8  1    ;Luck
Goto @ResetStats



[@Brace()]
#ACT
   Mov  A0  %ARG(1)
   Mov  D1  %ARG(2)

#IF
!CheckItem  %A0  %D1
#SAY
You must have <$OUTPUT(D1)> of these items\\
<[ Exit ]/@exit>\\\
#ACT
Break

#IF
   CheckFame
#ACT
   Mov  D2  %P9
#IF
   ELarge  D2  100
#ELSESAY
You do not have 100 Fame Points Spare!\\
<[ Exit ]/@exit>\\\
#ELSEACT
Break


#IF
#ACT
Mov  D3  0    ;Accuracy/Agility
Mov  D4  1    ;AC/MR
Mov  D5  0    ;Velo
Mov  D6  0    ;Recovery
Mov  D7  0    ;HP Steal
Mov  D8  0    ;Luck
Goto @ResetStats


[@VeloRing()]
#ACT
   Mov  A0  %ARG(1)
   Mov  D1  %ARG(2)

#IF
!CheckItem  %A0  %D1
#SAY
You must have <$OUTPUT(D1)> of these items\\
<[ Exit ]/@exit>\\\
#ACT
Break

#IF
   CheckFame
#ACT
   Mov  D2  %P9
#IF
   ELarge  D2  100
#ELSESAY
You do not have 100 Fame Points Spare!\\
<[ Exit ]/@exit>\\\
#ELSEACT
Break


#IF
#ACT
Mov  D3  0    ;Accuracy/Agility
Mov  D4  0    ;AC/MR
Mov  D5  1    ;Velo
Mov  D6  0    ;Recovery
Mov  D7  0    ;HP Steal
Mov  D8  0    ;Luck
Goto @ResetStats

[@ACRing()]
#ACT
   Mov  A0  %ARG(1)
   Mov  D1  %ARG(2)

#IF
!CheckItem  %A0  %D1
#SAY
You must have <$OUTPUT(D1)> of these items\\
<[ Exit ]/@exit>\\\
#ACT
Break

#IF
   CheckFame
#ACT
   Mov  D2  %P9
#IF
   ELarge  D2  100
#ELSESAY
You do not have 100 Fame Points Spare!\\
<[ Exit ]/@exit>\\\
#ELSEACT
Break


#IF
#ACT
Mov  D3  0    ;Accuracy/Agility
Mov  D4  1    ;AC/MR
Mov  D5  0    ;Velo
Mov  D6  0    ;Recovery
Mov  D7  0    ;HP Steal
Mov  D8  0    ;Luck
Goto @ResetStats

[@Boots()]
#ACT
   Mov  A0  %ARG(1)
   Mov  D1  %ARG(2)

#IF
!CheckItem  %A0  %D1
#SAY
You must have <$OUTPUT(D1)> of these items\\
<[ Exit ]/@exit>\\\
#ACT
Break

#IF
   CheckFame
#ACT
   Mov  D2  %P9
#IF
   ELarge  D2  100
#ELSESAY
You do not have 100 Fame Points Spare!\\
<[ Exit ]/@exit>\\\
#ELSEACT
Break


#IF
#ACT
Mov  D3  0    ;Accuracy/Agility
Mov  D4  0    ;AC/MR
Mov  D5  0    ;Velo
Mov  D6  1    ;Recovery
Mov  D7  0    ;HP Steal
Mov  D8  0    ;Luck
Goto @ResetStats

[@Helmet()]
#ACT
   Mov  A0  %ARG(1)
   Mov  D1  %ARG(2)

#IF
!CheckItem  %A0  %D1
#SAY
You must have <$OUTPUT(D1)> of these items\\
<[ Exit ]/@exit>\\\
#ACT
Break

#IF
   CheckFame
#ACT
   Mov  D2  %P9
#IF
   ELarge  D2  100
#ELSESAY
You do not have 100 Fame Points Spare!\\
<[ Exit ]/@exit>\\\
#ELSEACT
Break


#IF
#ACT
Mov  D3  0    ;Accuracy/Agility
Mov  D4  1    ;AC/MR
Mov  D5  0    ;Velo
Mov  D6  0    ;Recovery
Mov  D7  0    ;HP Steal
Mov  D8  0    ;Luck
Goto @ResetStats




[@ArmourGender()]
#ACT
   Mov  A0  %ARG(1)
   Mov  D1  %ARG(2)
#SAY
You need <$OUTPUT(D1)> <%OUTPUT(A0)>\\
What Gender are they?\
<[ Male ]/@Armour(Male)>\
<[ FeMale ]/@Armour(FeMale)>\
<[ Select A Different Item ]/@MakeItem>\\
<[ Exit ]/@exit>\\\


[@Armour()]
#ACT
   Mov  A1  %ARG(1)
#IF
   Equal  A1  "Male"
#ACT
   AddStr  A0  "(M)"
#ELSEACT
   AddStr  A0  "(F)"

#IF
!CheckItem  %A0  %D1
#SAY
You must have <$OUTPUT(D1)> of these items\\
<[ Exit ]/@exit>\\\
#ACT
Break

#IF
   CheckFame
#ACT
   Mov  D2  %P9
#IF
   ELarge  D2  100
#ELSESAY
You do not have 100 Fame Points Spare!\\
<[ Exit ]/@exit>\\\
#ELSEACT
Break


#IF
#ACT
Mov  D3  0    ;Accuracy/Agility
Mov  D4  1    ;AC/MR
Mov  D5  0    ;Velo
Mov  D6  0    ;Recovery
Mov  D7  0    ;HP Steal
Mov  D8  0    ;Luck
Goto @ResetStats

[@ResetStats]
#ACT
   Mov D0 0
   Mov A2 ""
   Goto @SetStats

[@SetStats]
#IF
#SAY
Which Stats would you like to Add?\
Points Used - <$OUTPUT(D0)>\
Current Stats Added - <$OUTPUT(A2)>\
\
#IF
   EQUAL  D6  0
#SAY
<[ DC ]/@AddStats(DC,1)> - 1 Point\
<[ M-All ]/@AddStats(MC,1)> - 1 Point\
<[ Element ]/@AddStatsElement> - 1 Point\
#IF
   EQUAL  D3  1
#SAY
<[ Accuracy ]/@AddStats(Acc,1)> - 1 Point\
<[ Agility ]/@AddStats(Agi,1)> - 1 Point\
#IF
   EQUAL  D4  1
#SAY
<[ AC ]/@AddStats(AC,1)> - 1 Point\
<[ MR ]/@AddStats(MR,1)> - 1 Point\
#IF
   EQUAL  D6  1
#SAY
<[ Recovery ]/@AddStats(Recovery,1)> - 1 Point\
#IF
   EQUAL  D7  1
#SAY
<[ HP Steal ]/@AddStats(HP Steal,1)> - 1 Point\
#IF
   EQUAL  D5  1
#SAY
<[ Velocity ]/@AddStats(Velocity,4)> - 4 Points\
#IF
   EQUAL  D8  1
#SAY
<[ Luck ]/@AddStats(Luck,5)> - 5 Points\
#IF
#SAY
\
<[ Confirm Stats ]/@ConfirmStats1>\
<[ Reset Stats ]/@ResetStats>\
<[ Start Again ]/@main>\
<[ Exit ]/@exit>\\\

[@AddStatsElement]
#SAY
Which Element - Only 1 Type per Item\
<[ Fire ]/@AddStats(Fire,1)>\
<[ Cold ]/@AddStats(Cold,1)>\
<[ Wind ]/@AddStats(Wind,1)>\
<[ Light ]/@AddStats(Light,1)>\
<[ Holy ]/@AddStats(Holy,1)>\
<[ Dark ]/@AddStats(Dark,1)>\
<[ Phantom ]/@AddStats(Phantom,1)>\


[@AddStats()]
#ACT
   Mov    A3  %ARG(1)
   Mov    D2  %ARG(2)
   Inc    D0  %D2
#IF
   Large  D0  5
#SAY
You have a limit of 5 Stats Points!\\
Resetting Stat Points...\\\
#ACT
   DelayGoto [local] 3 @ResetStats
   Break

#IF
   Equal  D0  5
#SAY
Adding Stats..
#ACT
   AddStr A2  %A3
   DelayGoto [local] 2 @ConfirmStats1
   Break

#IF
#SAY
Adding Stats..
#ACT
   AddStr A2  %A3
   AddStr A2 ","
   DelayGoto [local] 2 @SetStats
 

[@ConfirmStats1]
#ACT
   Mov  A1  ""
#SAY
Base Item Name = <$OUTPUT(A0)>\
New Item Name = <$OUTPUT(A1)>\
Stats to be Added = <$OUTPUT(A2)>\\
<[ Enter New Base Item Name ]/@@EnterNameBase>\
<[ Reset Stats ]/@ResetStats>\
<[ Start Again ]/@Main>\
<[ Exit ]/@exit>\\\


[@@EnterNameBase]
#ACT
   Mov A1 %INPUTSTR
#SAY
You want to Create a <$OUTPUT(A1)> that will be\
based on <$OUTPUT(A0)>\\
Is this Correct?\\
<[ Yes, Continue ]/@ComfirmStatsYES>\\
<[ Start Again ]/@main>\
<[ Exit ]/@exit>\\\


[@ComfirmStatsYES]
#IF
   CheckItem  %A0  %D1
#ELSESAY
You do not have <%OUTPUT(D1)> of that item!\\
<[ Exit ]/@exit>\\\
#ELSEACT
Break

#IF
   CheckFame
#ACT
   Mov  D2  %P9
#IF
   ELarge  D2  100
#ELSESAY
You do not have 100 Fame Points Spare!\\
<[ Exit ]/@exit>\\\
#ELSEACT
Break

#ACT
FormatStr "FLD_CHARACTER='%s'" %USERNAME
ReadValueSql  "TBL_BootyStore"  %A9 "FLD_VAR1,FLD_VAR2,FLD_VAR3,FLD_VAR4,FLD_VAR5,FLD_VAR6"  [@CheckSAVEStoreItem1]

[@CheckSAVEStoreItem1()]
#ACT
Mov  D0 %ARG(1)
Mov  D1 %ARG(2)
Mov  D2 %ARG(3)
Mov  D3 %ARG(4)
Mov  D4 %ARG(5)
Mov  D5 %ARG(6)
Dec D0 50
Dec D1 50
Dec D2 50
Dec D3 50
Dec D4 100
Dec D5 100
FormatStr "FLD_CHARACTER='%s'" %USERNAME
Mov   A8     %A9
FormatStr "FLD_VAR1='%s'" %D0
UPDATEVALUESQL "TBL_BootyStore" %A8 %A9
FormatStr "FLD_VAR2='%s'" %D1
UPDATEVALUESQL "TBL_BootyStore" %A8 %A9
FormatStr "FLD_VAR3='%s'" %D2
UPDATEVALUESQL "TBL_BootyStore" %A8 %A9
FormatStr "FLD_VAR4='%s'" %D3
UPDATEVALUESQL "TBL_BootyStore" %A8 %A9
FormatStr "FLD_VAR5='%s'" %D4
UPDATEVALUESQL "TBL_BootyStore" %A8 %A9
FormatStr "FLD_VAR6='%s'" %D5
UPDATEVALUESQL "TBL_BootyStore" %A8 %A9
Goto @CheckSAVEStoreSQL2

[@CheckSAVEStoreSQL2]
#ACT
FormatStr "FLD_CHARACTER='%s'" %USERNAME
ReadValueSql  "TBL_BootyStore"  %A9 "FLD_VAR7,FLD_VAR8,FLD_VAR9,FLD_VAR10,FLD_VAR11,FLD_VAR12"  [@CheckSAVEStoreItem2]

[@CheckSAVEStoreItem2()]
#ACT
Mov  D0 %ARG(1)
Mov  D1 %ARG(2)
Mov  D2 %ARG(3)
Mov  D3 %ARG(4)
Mov  D4 %ARG(5)
Mov  D5 %ARG(6)
Dec D0 500
Dec D1 50
Dec D2 50
Dec D3 500
Dec D4 100
Dec D5 250
FormatStr "FLD_CHARACTER='%s'" %USERNAME
Mov   A8     %A9
FormatStr "FLD_VAR7='%s'" %D0
UPDATEVALUESQL "TBL_BootyStore" %A8 %A9
FormatStr "FLD_VAR8='%s'" %D1
UPDATEVALUESQL "TBL_BootyStore" %A8 %A9
FormatStr "FLD_VAR9='%s'" %D2
UPDATEVALUESQL "TBL_BootyStore" %A8 %A9
FormatStr "FLD_VAR10='%s'" %D3
UPDATEVALUESQL "TBL_BootyStore" %A8 %A9
FormatStr "FLD_VAR11='%s'" %D4
UPDATEVALUESQL "TBL_BootyStore" %A8 %A9
FormatStr "FLD_VAR12='%s'" %D5
UPDATEVALUESQL "TBL_BootyStore" %A8 %A9
Goto @CheckSAVEStoreSQL3

[@CheckSAVEStoreSQL3]
#ACT
FormatStr "FLD_CHARACTER='%s'" %USERNAME
ReadValueSql  "TBL_BootyStore"  %A9 "FLD_VAR13,FLD_VAR14,FLD_VAR15,FLD_VAR16,FLD_VAR17,FLD_VAR18"  [@CheckSAVEStoreItem3]

[@CheckSAVEStoreItem3()]
#ACT
Mov  D0 %ARG(1)
Mov  D1 %ARG(2)
Mov  D2 %ARG(3)
Mov  D3 %ARG(4)
Mov  D4 %ARG(5)
Mov  D5 %ARG(6)
Dec D0 100
Dec D1 100
Dec D2 250
Dec D3 500
Dec D4 100
Dec D5 100
FormatStr "FLD_CHARACTER='%s'" %USERNAME
Mov   A8     %A9
FormatStr "FLD_VAR13='%s'" %D0
UPDATEVALUESQL "TBL_BootyStore" %A8 %A9
FormatStr "FLD_VAR14='%s'" %D1
UPDATEVALUESQL "TBL_BootyStore" %A8 %A9
FormatStr "FLD_VAR15='%s'" %D2
UPDATEVALUESQL "TBL_BootyStore" %A8 %A9
FormatStr "FLD_VAR16='%s'" %D3
UPDATEVALUESQL "TBL_BootyStore" %A8 %A9
FormatStr "FLD_VAR17='%s'" %D4
UPDATEVALUESQL "TBL_BootyStore" %A8 %A9
FormatStr "FLD_VAR18='%s'" %D5
UPDATEVALUESQL "TBL_BootyStore" %A8 %A9
Goto @CheckSAVEStoreSQL4

[@CheckSAVEStoreSQL4]
#ACT
FormatStr "FLD_CHARACTER='%s'" %USERNAME
ReadValueSql  "TBL_BootyStore"  %A9 "FLD_VAR19,FLD_VAR20,FLD_VAR21,FLD_VAR22,FLD_VAR23,FLD_VAR24"  [@CheckSAVEStoreItem4]

[@CheckSAVEStoreItem4()]
#ACT
Mov  D0 %ARG(1)
Mov  D1 %ARG(2)
Mov  D2 %ARG(3)
Mov  D3 %ARG(4)
Mov  D4 %ARG(5)
Mov  D5 %ARG(6)
Dec D0 50
Dec D1 100
Dec D2 250
Dec D3 250
Dec D4 2000
Dec D5 1000
FormatStr "FLD_CHARACTER='%s'" %USERNAME
Mov   A8     %A9
FormatStr "FLD_VAR19='%s'" %D0
UPDATEVALUESQL "TBL_BootyStore" %A8 %A9
FormatStr "FLD_VAR20='%s'" %D1
UPDATEVALUESQL "TBL_BootyStore" %A8 %A9
FormatStr "FLD_VAR21='%s'" %D2
UPDATEVALUESQL "TBL_BootyStore" %A8 %A9
FormatStr "FLD_VAR22='%s'" %D3
UPDATEVALUESQL "TBL_BootyStore" %A8 %A9
FormatStr "FLD_VAR23='%s'" %D4
UPDATEVALUESQL "TBL_BootyStore" %A8 %A9
FormatStr "FLD_VAR24='%s'" %D5
UPDATEVALUESQL "TBL_BootyStore" %A8 %A9
Goto @CheckSAVEStoreSQL5

[@CheckSAVEStoreSQL5]
#ACT
FormatStr "FLD_CHARACTER='%s'" %USERNAME
ReadValueSql  "TBL_BootyStore"  %A9 "FLD_VAR25,FLD_VAR26,FLD_VAR27"  [@CheckSAVEStoreItem5]

[@CheckSAVEStoreItem5()]
#ACT
Mov  D0 %ARG(1)
Mov  D1 %ARG(2)
Mov  D2 %ARG(3)
Dec D0 500
Dec D1 100
Dec D2 100
FormatStr "FLD_CHARACTER='%s'" %USERNAME
Mov   A8     %A9
FormatStr "FLD_VAR25='%s'" %D0
UPDATEVALUESQL "TBL_BootyStore" %A8 %A9
FormatStr "FLD_VAR26='%s'" %D1
UPDATEVALUESQL "TBL_BootyStore" %A8 %A9
FormatStr "FLD_VAR27='%s'" %D2
UPDATEVALUESQL "TBL_BootyStore" %A8 %A9

#IF
   CheckFame
#ACT
   Dec     P9  100
   SetFame %P9
   Take    %A0 %D1
   Mov     A7 %USERNAME
   AddStr  A7 ","
   AddStr  A7 %A0
   AddStr  A7 ","
   AddStr  A7 %A1
   AddStr  A7 ","
   AddStr  A7 %A2
   Savelog "QuestDiary\System\ItemCreation\ItemCreationLog.txt" %A7
   Break
#SAY
Item Comfirmed.. Sting will get back to you Shortly\\
<[ Start Again ]/@main>\
<[ Exit ]/@exit>\\\
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; VAR# & Booty ;;;;;;;;;