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[Request] Weapon Master
Discussion on [Request] Weapon Master within the CO2 Private Server forum part of the Conquer Online 2 category.
09/29/2010, 09:36
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#1
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elite*gold: 0
Join Date: Jun 2007
Posts: 92
Received Thanks: 4
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[Request] Weapon Master
Can anyone help me add an option for upgrading fan and towers to 130?
Also i dont know why but he only lvls some items past 130.
the rest dont lvl and he doesnt say anything. about it so are there fixes for this?
PHP 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
Thanks for readin
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09/29/2010, 09:40
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#2
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elite*gold: 0
Join Date: Feb 2009
Posts: 1,765
Received Thanks: 382
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give me the 2 ids of tower/fan 130.
or try put in the npc:
Code:
GC.AddSend(Packets.NPCLink("Fan", 10));
GC.AddSend(Packets.NPCLink("Tower", 11));
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09/29/2010, 11:42
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#3
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elite*gold: 0
Join Date: Jun 2007
Posts: 92
Received Thanks: 4
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Which one?
there are alot of IDs for it :
here they are :
Code:
201019 FanArsenal 0 0 130 0 0 0 0 0 0 0 37818 0 2400 2400 0 0 0 0 0 6698 6698 0 0 0 0 0 0 1500 0 0 0 0 0 0 6005000 AttackTalisman Smelt~with~bronze~and~purified~with~fire,~the~fan~ serves~to~intensify~attack. 5
201018 FanArsenal 0 0 130 0 0 0 0 0 0 0 37818 0 2000 2000 0 0 0 0 0 6698 6698 0 0 0 0 0 0 1250 0 0 0 0 0 0 0 AttackTalisman Smelt~with~bronze~and~purified~with~fire,~the~fan~ serves~to~intensify~attack. 5
201017 FanArsenal 0 0 130 0 0 0 0 0 0 0 37818 0 1800 1800 0 0 0 0 0 6698 6698 0 0 0 0 0 0 1000 0 0 0 0 0 0 0 AttackTalisman Smelt~with~bronze~and~purified~with~fire,~the~fan~ serves~to~intensify~attack. 5
201016 FanArsenal 0 0 130 0 0 0 0 0 0 0 37818 0 1600 1600 0 0 0 0 0 6698 6698 0 0 0 0 0 0 900 0 0 0 0 0 0 0 AttackTalisman Smelt~with~bronze~and~purified~with~fire,~the~fan~ serves~to~intensify~attack. 5
201015 FanArsenal 0 0 130 0 0 0 0 0 0 0 37818 0 1400 1400 0 0 0 0 0 6698 6698 0 0 0 0 0 0 800 0 0 0 0 0 0 0 AttackTalisman Smelt~with~bronze~and~purified~with~fire,~the~fan~ serves~to~intensify~attack. 5
202019 TowerArsenal 0 0 130 0 0 0 0 0 0 0 37818 0 0 0 2200 0 0 0 0 6698 6698 0 0 0 0 0 0 0 1200 0 0 0 0 0 7005000 DefenseTalisman Extracted~from~gold~by~monks,~the~Star~Tower~conta ins~a~precious~Buddhist~bone~relic~to~ensure~defen se. 5
202018 TowerArsenal 0 0 130 0 0 0 0 0 0 0 37818 0 0 0 2000 0 0 0 0 6698 6698 0 0 0 0 0 0 0 1000 0 0 0 0 0 0 DefenseTalisman Extracted~from~gold~by~monks,~the~Star~Tower~conta ins~a~precious~Buddhist~bone~relic~to~ensure~defen se. 5
202017 TowerArsenal 0 0 130 0 0 0 0 0 0 0 37818 0 0 0 1800 0 0 0 0 6698 6698 0 0 0 0 0 0 0 901 0 0 0 0 0 0 DefenseTalisman Extracted~from~gold~by~monks,~the~Star~Tower~conta ins~a~precious~Buddhist~bone~relic~to~ensure~defen se. 5
202016 TowerArsenal 0 0 130 0 0 0 0 0 0 0 37818 0 0 0 1500 0 0 0 0 6698 6698 0 0 0 0 0 0 0 850 0 0 0 0 0 0 DefenseTalisman Extracted~from~gold~by~monks,~the~Star~Tower~conta ins~a~precious~Buddhist~bone~relic~to~ensure~defen se. 5
202015 TowerArsenal 0 0 130 0 0 0 0 0 0 0 37818 0 0 0 1250 0 0 0 0 6698 6698 0 0 0 0 0 0 0 800 0 0 0 0 0 0 DefenseTalisman Extracted~from~gold~by~monks,~the~Star~Tower~conta ins~a~precious~Buddhist~bone~relic~to~ensure~defen se. 5
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09/29/2010, 12:07
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#4
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elite*gold: 0
Join Date: Feb 2009
Posts: 1,765
Received Thanks: 382
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try the thing I wrote first.
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09/29/2010, 22:45
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#5
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elite*gold: 0
Join Date: Oct 2009
Posts: 8,765
Received Thanks: 5,291
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Actually fish...
You first need to change
Code:
GC.AddSend(Packets.NPCLink("Upgrade.", 10));
to
Code:
GC.AddSend(Packets.NPCLink("Upgrade.", 55));
or someother random control number under 255 and isn't taken. Then add what *Fist told you to add. After that change
Code:
else if (Control >= 1 && Control <= 8)
to
Code:
else if (Control >= 1 && Control <= 11)
And change
Code:
else if (Control == 10)
to
Code:
else if (Control == 55)
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09/30/2010, 06:38
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#6
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elite*gold: 0
Join Date: Jun 2007
Posts: 92
Received Thanks: 4
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No bugs however when i use NPC it just disconnects me :S
Heres code after edit:
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.", 55));
GC.AddSend(Packets.NPCLink("Hmmmmm.", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
GC.Agreed = false;
}
else if (Control == 55)
{
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.NPCLink("Fan", 10));
GC.AddSend(Packets.NPCLink("Tower", 11));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
else if (Control == 65)
{
GC.Disconnect();
}
else if (Control >= 1 && Control <= 11)
{
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
I also changed the the fan's (10) to a (9) and (11) to (10) both dont work
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09/30/2010, 08:20
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#7
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elite*gold: 0
Join Date: Feb 2009
Posts: 1,765
Received Thanks: 382
|
Quote:
Originally Posted by BitzIn
No bugs however when i use NPC it just disconnects me :S
Heres code after edit:
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.", 55));
GC.AddSend(Packets.NPCLink("Hmmmmm.", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
GC.Agreed = false;
}
else if (Control == 55)
{
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.NPCLink("Fan", 10));
GC.AddSend(Packets.NPCLink("Tower", 11));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
else if (Control == 65)
{
GC.Disconnect();
}
else if (Control >= 1 && Control <= 11)
{
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
I also changed the the fan's (10) to a (9) and (11) to (10) both dont work
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because weaponmaster for 5165 is really f***ed up =]]
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09/30/2010, 21:24
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#8
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elite*gold: 0
Join Date: Jun 2007
Posts: 92
Received Thanks: 4
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If theres no way to fix dis ill just make another NPC dat sells the towers then :S
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09/30/2010, 21:28
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#9
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elite*gold: 0
Join Date: Feb 2009
Posts: 1,765
Received Thanks: 382
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there is a released one, look my all in one guides/releases.
then just do again what we said.
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09/30/2010, 22:14
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#10
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elite*gold: 0
Join Date: Jun 2007
Posts: 92
Received Thanks: 4
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Still didnt work o.o now the NPC just says i cannot upgrade it becuase it isnt the last 110 lvl:
PHP Code:
#region WeaponMaster case 7050: { if (Control == 0) { 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("Ring", 6)); GC.AddSend(Packets.NPCLink("Boots", 8)); GC.AddSend(Packets.NPCLink("Fan", 10)); GC.AddSend(Packets.NPCLink("Tower", 11)); GC.AddSend(Packets.NPCSetFace(N.Avatar)); GC.AddSend(Packets.NPCFinish()); GC.Agreed = false; } else if (Control >= 1 && Control <= 11) { Item I = GC.MyChar.Equips.Get(Control); byte PrevLevel = I.DBInfo.LevReq; ItemIDManipulation IMan = new ItemIDManipulation(I.ID); IMan.IncreaseLevel(); DatabaseItem Di = (DatabaseItem)Database.DatabaseItems[IMan.ToID()]; if (I.DBInfo.LevReq < 110) { GC.AddSend(Packets.NPCSay("The item must be at last level 110, other else i won't upgrade it!")); GC.AddSend(Packets.NPCLink("I'll be right back!", 255)); GC.AddSend(Packets.NPCSetFace(N.Avatar)); GC.AddSend(Packets.NPCFinish()); return; } 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.EquipStats(Control, false); GC.MyChar.RemoveItem(GC.MyChar.NextItem(1088000)); I.ID = IMan.ToID(); GC.MyChar.Equips.Replace(Control, I, GC.MyChar); GC.MyChar.EquipStats(Control, true); } 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
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10/01/2010, 01:37
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#11
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elite*gold: 0
Join Date: Jun 2010
Posts: 50
Received Thanks: 10
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From what i see both would work
first code would need to have a NEXT then the fan and tower then would work fine and if you dont want it to Disconnect you just remove that control and all the code for it and (dont forget to change what .Arco has point out)
the 2nd code you just have to lower or remove the check for LevReq and would work.
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10/01/2010, 04:06
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#12
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elite*gold: 0
Join Date: Jun 2007
Posts: 92
Received Thanks: 4
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if (I.DBInfo.LevReq < 1)
thats wat it is now.. but i still cannot upgrade sword past 130 nor tower/fan =/
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10/01/2010, 08:29
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#13
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elite*gold: 0
Join Date: Oct 2010
Posts: 148
Received Thanks: 57
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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.", 55));
GC.AddSend(Packets.NPCLink("Hmmmmm.", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
GC.Agreed = false;
}
else if (Control == 55)
{
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.NPCLink("Fan", 10));
GC.AddSend(Packets.NPCLink("Tower", 11));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
else if (Control == 65)
{
GC.Disconnect();
}
else if (Control >= 1 && Control <= 11)
{
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
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10/01/2010, 15:02
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#14
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elite*gold: 0
Join Date: Jun 2010
Posts: 50
Received Thanks: 10
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Code:
#region WeaponMaster
case 7050:
{
if (Control == 0)
{
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("Ring", 6));
GC.AddSend(Packets.NPCLink("Boots", 8));
GC.AddSend(Packets.NPCLink("Fan", 10));
GC.AddSend(Packets.NPCLink("Tower", 11));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
GC.Agreed = false;
}
else if (Control >= 1 && Control <= 11)
{
Item I = GC.MyChar.Equips.Get(Control);
byte PrevLevel = I.DBInfo.LevReq;
ItemIDManipulation IMan = new 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.EquipStats(Control, false);
GC.MyChar.RemoveItem(GC.MyChar.NextItem(1088000));
I.ID = IMan.ToID();
GC.MyChar.Equips.Replace(Control, I, GC.MyChar);
GC.MyChar.EquipStats(Control, true);
}
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
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.", 55));
GC.AddSend(Packets.NPCLink("Hmmmmm.", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
GC.Agreed = false;
}
else if (Control == 55)
{
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.NPCLink("Next", 75));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
else if (Control == 75)
{
GC.AddSend(Packets.NPCSay("Choose the equipment you want to upgrade."));
GC.AddSend(Packets.NPCLink("Fan", 10));
GC.AddSend(Packets.NPCLink("Tower", 11));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
else if (Control == 65)
{
GC.Disconnect();
}
else if (Control >= 1 && Control <= 11)
{
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
upgraded fan ,tower ,sword and blade worked for me when i tested them both,
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10/01/2010, 18:17
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#15
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elite*gold: 0
Join Date: Jun 2007
Posts: 92
Received Thanks: 4
|
Quote:
Originally Posted by _Vodka
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.", 55));
GC.AddSend(Packets.NPCLink("Hmmmmm.", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
GC.Agreed = false;
}
else if (Control == 55)
{
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.NPCLink("Fan", 10));
GC.AddSend(Packets.NPCLink("Tower", 11));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
else if (Control == 65)
{
GC.Disconnect();
}
else if (Control >= 1 && Control <= 11)
{
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
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Used this but idk y it the weaponmaster still did not lvl my weapons and gear past 130. wud changning weapon/tower lvl to 150 affect the NPC in anyway?
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