this is a little start for ppl willing to learn?
its the npc that levels itemlvls and quality more known as magicartisan.
why not releasing the whole npc
- some ppl here are mad becaus codes are released. and ppl don't learn from it so lets try this.
it is basic so anyone with some logic could have made this. anyway here it is
here is also a little thing to block the item to lvl higher than your lvl
ItemDat.Level < CSocket.Client.Level <-- this one will check the items lvl and your own.
NextItemDat.Level <= CSocket.Client.Level <-- this one will check the nextlvlitem lvl and your own.
these two will actualy block the item lvl if your lvl isn't high enough?
ex:
1) if you didn't add that you'll be able to lvl the items as much as you want.
2) if you add only the first check.
when you have lvl 15 armor. and your lvl is higher than 15 it will lvl it to 22.
thats why the second check will look for the next items lvl.
if your lvl is higher than these it will upgreat else it won't
its the npc that levels itemlvls and quality more known as magicartisan.
why not releasing the whole npc
- some ppl here are mad becaus codes are released. and ppl don't learn from it so lets try this.
it is basic so anyone with some logic could have made this. anyway here it is
Code:
case 10062:
{
if (LinkBack == 0)
{
Text("hi, i can lvl any equipment", CSocket);
Link("try Level: armor", 1, CSocket);
Link("try Quality: armor", 2, CSocket);
Link("Just passing by.", 255, CSocket);
Face(30, CSocket);
End(CSocket);
}
else if (LinkBack == 1)
{
int Location = 3;
if (CSocket.Client.Equipment.ContainsKey(Location))
{
Struct.ItemInfo Item = CSocket.Client.Equipment[Location];
Console.WriteLine(Item.ItemID + " " + Item.UID + " " + Calculation.NextEquipLevel(Item.ItemID) + " ");
Item.ItemID = Calculation.NextEquipLevel(Item.ItemID);
Database.Database.UpdateItem(Item);
CSocket.Send(ConquerPacket.ItemInfo(Item.UID, Item.ItemID, Item.Plus, Item.Progress, Item.Bless, Item.Enchant, Item.Soc1, Item.Soc2, Item.Dura, Item.MaxDura, Item.Position, Item.Color));
}
else
{
Text("That item is not equipped.", CSocket);
Link("Oups", 255, CSocket);
Face(30, CSocket);
End(CSocket);
}
}
else if (LinkBack == 2)
{
int Location = 3;
Struct.ItemInfo Item = CSocket.Client.Equipment[Location];
if (Calculation.Quality(Convert.ToString(Item.ItemID)) < 9)
{
Console.WriteLine(Item.ItemID + " " + Item.UID + " " + Calculation.Quality(Convert.ToString(Item.ItemID)) + " next ItemID = " + (Item.ItemID +1));
Item.ItemID++;
}
Database.Database.UpdateItem(Item);
CSocket.Send(ConquerPacket.ItemInfo(Item.UID, Item.ItemID, Item.Plus, Item.Progress, Item.Bless, Item.Enchant, Item.Soc1, Item.Soc2, Item.Dura, Item.MaxDura, Item.Position, Item.Color));
}
break;
}
Code:
Struct.ItemInfo Item = CSocket.Client.Equipment[Location];
Struct.ItemData ItemDat = Nano.Items[Item.ItemID];
Struct.ItemData NextItemDat = Nano.Items[Calculation.NextEquipLevel(Item.ItemID)];
if ([COLOR="Red"]ItemDat.Level < CSocket.Client.Level[/COLOR] && [COLOR="Lime"]NextItemDat.Level <= CSocket.Client.Level[/COLOR])
{
}
NextItemDat.Level <= CSocket.Client.Level <-- this one will check the nextlvlitem lvl and your own.
these two will actualy block the item lvl if your lvl isn't high enough?
ex:
1) if you didn't add that you'll be able to lvl the items as much as you want.
2) if you add only the first check.
when you have lvl 15 armor. and your lvl is higher than 15 it will lvl it to 22.
thats why the second check will look for the next items lvl.
if your lvl is higher than these it will upgreat else it won't