function MIConfigCosts::checkValue(%vehicle) { %totalCost = MIConfigCosts::getVehValue(%vehicle); // iterate through the component list %componentCount = getComponentCount(%vehicle); %index = 0; while(%index < %componentCount) { %id = getComponentId(%vehicle, %index); %compValue = MIConfigCosts::compIdValue(%id); // echo(%id @ ", " @ %compValue); %totalCost = %totalCost + %compValue; %index++; } // iterate through the weapon list %weapCount = getWeaponCount(%vehicle); %index = 0; while(%index < %weapCount) { %id = getWeaponId(%vehicle, %index); %weapValue = MIConfigCosts::weapIdValue(%id); // echo(%id @ ", " @ %weapValue); %totalCost = %totalCost + %weapValue; %index++; } return(%totalCost); } //============ function MIConfigCosts::weapIdValue(%id) { if ( $weaponST[%id] != "" ) { return($weaponST[%id]); } return(0); } function MIConfigCosts::compIdValue(%id) { if ( $componentST[%id] != "" ) { return($componentST[%id]); } return(0); } //============= function MIConfigCosts::getVehValue(%vehicleId) { %vehicleName = getVehicleName(%vehicleId); %vehValue = MIConfigCosts::getVehValue1(%vehicleName); return %vehValue; } function MIConfigCosts::getVehValue1(%vehicle) { if(%vehicle == "Apocalypse") return 10160; else if(%vehicle == "Knight's Apocalypse") return 10680; else if(%vehicle == "Basilisk") return 5000; else if(%vehicle == "Knight's Basilisk") return 5812; else if(%vehicle == "Emancipator") return 1730; else if(%vehicle == "Gorgon") return 13400; else if(%vehicle == "Knight's Gorgon") return 15220; else if(%vehicle == "Minotaur") return 3250; else if(%vehicle == "Knight's Minotaur") return 4125; else if(%vehicle == "Olympian") return 12600; else if(%vehicle == "Talon") return 0; // MI else if(%vehicle == "Knight's Talon") return 1225; else MIConfigCosts::getVehValue2(%vehicle); } function MIConfigCosts::getVehValue2(%vehicle) { // echo(%vehicle); if(%vehicle == "Adjudicator") return 10820; else if(%vehicle == "Platinum Guard Adjudicator") return 11980; else if(%vehicle == "Executioner") return 14400; else if(%vehicle == "Platinum Guard Executioner") return 16040; else if(%vehicle == "Goad") return 1600; else if(%vehicle == "Metagen Goad") return 1600; else if(%vehicle == "Shepherd") return 4525; else if(%vehicle == "Metagen Shepherd") return 4525; else if(%vehicle == "Seeker") return 1205; else if(%vehicle == "Metagen Seeker") return 1205; else MIConfigCosts::getVehValue3(%vehicle); } function MIConfigCosts::getVehValue3(%vehicle) { if(%vehicle == "Avenger") return 1830; else if(%vehicle == "Disrupter") return 2700; else if(%vehicle == "Knight's Disruptor") return 2880; else if(%vehicle == "Dreadlock") return 5537; else if(%vehicle == "Harabec's Predator") return 14040; else if(%vehicle == "Myrmidon") return 3035; else if(%vehicle == "Knight's Myrmidon") return 3215; else if(%vehicle == "Paladin") return 2005; else if(%vehicle == "Knight's Paladin") return 2300; else if(%vehicle == "Bolo") return 1470; else if(%vehicle == "Recluse") return 1720; else return 5000; } //================= function MIConfigCosts::initScanTable() { // assign weapon names for known weapons $weaponST[3] = 600; //DIS $weaponST[101] = 0; //LAS MI $weaponST[102] = 700; //HLAS $weaponST[103] = 570; //CLAS $weaponST[104] = 495; //TLAS $weaponST[105] = 610; //EMP $weaponST[106] = 2050; //ELF $weaponST[107] = 1887; //BLAS $weaponST[108] = 2162; //HBLAS $weaponST[109] = 3600; //PBW $weaponST[110] = 1025; //PLAS $weaponST[111] = 785; //BLINK $weaponST[112] = 4540; //QGUN $weaponST[113] = 4900; //MFAC $weaponST[114] = 600; //NANO $weaponST[115] = 660; //NCAN $weaponST[116] = 0; //ATC MI $weaponST[117] = 610; //HATC $weaponST[118] = 520; //EMC $weaponST[119] = 3680; //BC $weaponST[120] = 4060; //HBC $weaponST[121] = 3900; //RAIL $weaponST[124] = 605; //VIP8 $weaponST[125] = 700; //VIP12 $weaponST[126] = 490; //SPR6 $weaponST[127] = 560; //SPR10 $weaponST[128] = 630; //SWRM6 $weaponST[129] = 840; //MIN10 $weaponST[130] = 800; //SHRK8 $weaponST[131] = 410; //ARACH4 $weaponST[132] = 450; //ARACH8 $weaponST[133] = 490; //ARACH12 $weaponST[134] = 400; //PRX6 $weaponST[135] = 425; //PRX8 $weaponST[136] = 450; //PRX10 $weaponST[142] = 770; //RAD $weaponST[147] = 595; //APHID10 $weaponST[150] = 625; //SGUN // assign component names for known components // engines $componentST[100] = 0; // LIGHT Engine $componentST[101] = 537; // LITE HO Engine $componentST[102] = 620; // L AGL Engine $componentST[103] = 669; // MEDIUM Engine $componentST[104] = 716; // MED HO Engine $componentST[105] = 759; // M AGL Engine $componentST[106] = 780; // HEAVY Engine $componentST[107] = 800; // I HVY Engine $componentST[108] = 839; // H CRU Engine $componentST[109] = 876; // HVY HO Engine $componentST[110] = 930; // H AGL Engine $componentST[111] = 980; // AST Engine $componentST[112] = 1012; // I AST Engine $componentST[113] = 1058; // HT Engine $componentST[114] = 1073; // HOT Engine $componentST[115] = 1131; // S/H Engine $componentST[128] = 506; // ALPHA Engine $componentST[129] = 566; // BETA Engine $componentST[130] = 593; // GAMMA Engine $componentST[131] = 620; // DELTA Engine $componentST[132] = 645; // EPSILON Engine $componentST[133] = 693; // ZETA Engine $componentST[134] = 716; // ETA Engine $componentST[135] = 750; // THETA Engine $componentST[136] = 763; // IOTA Engine $componentST[137] = 792; // KAPPA Engine $componentST[138] = 893; // LAMBDA Engine $componentST[139] = 912; // MU Engine $componentST[140] = 947; // NU Engine $componentST[141] = 1012; // XI Engine $componentST[142] = 1043; // OMICRON Engine $componentST[143] = 1073; // PI Engine // reactors $componentST[200] = 0; // Micro Reactor MI $componentST[201] = 450; // Small Reactor $componentST[202] = 503; // Standard Reactor $componentST[203] = 578; // Medium Reactor $componentST[204] = 588; // Large Reactor $componentST[205] = 1690; // Maxim Reactor $componentST[225] = 398; // Alpha Reactor $componentST[226] = 438; // Beta Reactor $componentST[227] = 513; // Gamma Reactor $componentST[228] = 588; // Delta Reactor $componentST[229] = 575; // Epsilon Reactor $componentST[230] = 1460; // Zeta Reactor // shields $componentST[300] = 639; // Standard Shield $componentST[301] = 719; // Protector Shield $componentST[302] = 843; // Guardian Shield $componentST[303] = 2902; // FastCharge Shield $componentST[304] = 926; // Centurion Shield $componentST[305] = 2907; // Repulsor Shield $componentST[306] = 2562; // Titan Shield $componentST[307] = 5788; // Medusa Shield $componentST[326] = 639; // Alpha Shield $componentST[327] = 671; // Beta Shield $componentST[328] = 787; // Gamma Shield $componentST[329] = 887; // Delta Shield $componentST[330] = 2612; // Epsilon Shield $componentST[331] = 5220; // Zeta Shield $componentST[332] = 2797; // Eta Shield $componentST[333] = 5848; // Theta Shield // sensors $componentST[400] = 0; // Basic Sensor MI $componentST[401] = 143; // Ranger Sensor $componentST[408] = 181; // Standard Sensor $componentST[409] = 259; // Longbow Sensor $componentST[410] = 351; // Infiltrator Sensor $componentST[411] = 250; // Crossbow Sensor $componentST[412] = 139; // Ultralight Sensor $componentST[413] = 214; // Bloodhound Sensor $componentST[414] = 192; // Thermal Sensor $componentST[426] = 117; // Alpha Sensor $componentST[427] = 133; // Beta Sensor $componentST[428] = 158; // Gamma Sensor $componentST[429] = 224; // Delta Sensor $componentST[430] = 251; // Epsilon Sensor $componentST[431] = 211; // Zeta Sensor $componentST[432] = 114; // Eta Sensor $componentST[433] = 214; // Theta Sensor $componentST[434] = 108; // Iota Sensor // computers $componentST[800] = 0; // Basic Computer MI $componentST[801] = 100; // Improved Computer $componentST[802] = 300; // Advanced Computer $componentST[805] = 75; // Alpha Computer $componentST[806] = 150; // Beta Computer $componentST[807] = 400; // Gamma Computer // other special items $componentST[810] = 700; // ECM-G $componentST[811] = 900; // ECM-D $componentST[812] = 800; // Alpha ECM $componentST[813] = 1000; // Beta ECM $componentST[820] = 1075; // THERM $componentST[830] = 850; // CHAM $componentST[831] = 2812; // CUT $componentST[840] = 3000; // SMOD $componentST[845] = 2000; // SCAP $componentST[850] = 2062; // SAMP $componentST[860] = 500; // LTADS $componentST[865] = 1000; // BATTERY $componentST[870] = 450; // CAP $componentST[875] = 400; // FIELD $componentST[880] = 675; // ROCKET $componentST[885] = 875; // TURBO $componentST[890] = 12000; // REPAIR $componentST[900] = 425; // LIFE $componentST[910] = 6250; // AGRAV $componentST[912] = 2000; // EHUL $componentST[914] = 1875; // UAP // armor $componentST[926] = 0; //CARLAM Armor MI $componentST[927] = 844; //QBM Armor $componentST[928] = 5468; //DURAC Armor $componentST[929] = 2955; //CERC Armor $componentST[930] = 3142; //CRYSTAL Armor $componentST[931] = 5920; //QUICK Armor } MIConfigCosts::initScanTable();