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();
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