Code:
#region WeaponMaster case 7050: { if (Control == 0) { GC.AddSend(Packets.NPCSay("I can upgrade your items here for a DB each time. But remember for changes to take effect you need to click Finish when done.")); GC.AddSend(Packets.NPCLink("Upgrade.", 10)); GC.AddSend(Packets.NPCLink("Hmmmmm.", 255)); GC.AddSend(Packets.NPCSetFace(N.Avatar)); GC.AddSend(Packets.NPCFinish()); GC.Agreed = false; } else if (Control == 10) { GC.AddSend(Packets.NPCSay("Choose the equipment you want to upgrade.")); GC.AddSend(Packets.NPCLink("Headgear", 1)); GC.AddSend(Packets.NPCLink("Necklace/Bag", 2)); GC.AddSend(Packets.NPCLink("Armor", 3)); GC.AddSend(Packets.NPCLink("Weapon", 4)); GC.AddSend(Packets.NPCLink("Shield", 5)); GC.AddSend(Packets.NPCLink("Ring", 6)); GC.AddSend(Packets.NPCLink("Boots", 8)); GC.AddSend(Packets.NPCSetFace(N.Avatar)); GC.AddSend(Packets.NPCFinish()); } else if (Control == 65) { GC.Disconnect(); } else if (Control >= 1 && Control <= 8) { Game.Item I = GC.MyChar.Equips.Get(Control); byte PrevLevel = I.DBInfo.LevReq; Game.ItemIDManipulation IMan = new NewestCOServer.Game.ItemIDManipulation(I.ID); IMan.IncreaseLevel(); DatabaseItem Di = (DatabaseItem)Database.DatabaseItems[IMan.ToID()]; byte NewLevel = Di.LevReq; if (NewLevel > PrevLevel) { if (GC.MyChar.Level >= NewLevel) { if (!GC.Agreed) { GC.AddSend(Packets.NPCSay("You need a DragonBall. Are you ready?")); GC.AddSend(Packets.NPCLink("Upgrade it.", Control)); GC.AddSend(Packets.NPCLink("Forget it.", 255)); GC.AddSend(Packets.NPCSetFace(N.Avatar)); GC.AddSend(Packets.NPCFinish()); GC.Agreed = true; } else { GC.Agreed = false; if (GC.MyChar.InventoryContains(1088000, 1)) { GC.MyChar.RemoveItem(GC.MyChar.NextItem(1088000)); I.ID = IMan.ToID(); GC.MyChar.Equips.Replace(Control, I, GC.MyChar); GC.MyChar.EquipStats(Control, true); GC.AddSend(Packets.NPCSay("If you are done upgrading click finish for attack changes to take effect!")); GC.AddSend(Packets.NPCLink("Finished", 65)); GC.AddSend(Packets.NPCLink("Upgrade More First", 10)); GC.AddSend(Packets.NPCSetFace(N.Avatar)); GC.AddSend(Packets.NPCFinish()); } else { GC.AddSend(Packets.NPCSay("You don't have a DragonBall.")); GC.AddSend(Packets.NPCLink("Oh hold on.", 255)); GC.AddSend(Packets.NPCSetFace(N.Avatar)); GC.AddSend(Packets.NPCFinish()); } } } else { GC.AddSend(Packets.NPCSay("You aren't high level enough to wear the item after upgrading.")); GC.AddSend(Packets.NPCLink("Alright.", 255)); GC.AddSend(Packets.NPCSetFace(N.Avatar)); GC.AddSend(Packets.NPCFinish()); } } } else { GC.AddSend(Packets.NPCSay("The item cannot be upgraded anymore.")); GC.AddSend(Packets.NPCLink("Alright.", 255)); GC.AddSend(Packets.NPCSetFace(N.Avatar)); GC.AddSend(Packets.NPCFinish()); } break; } #endregion