Quote:
Originally Posted by .Summer
dont know if it could be done at this way, if it can, then is fixed.
i can't see for errors, or wrong types, becuz i haven't open c#, because i on ma way to bed :P
but if im right then is ex.
/item dragonball normal 0 0 0 0 0 Charname
Code:
if (Cmd[0] == "/giveitem")
{
foreach (Character Charrrrrrr in World.H_Chars.Values)
{
uint ID = 0;
foreach (DatabaseItem DI in Database.DatabaseItems.Values)
if (DI.Name == Cmd[1])
{
ID = DI.ID;
Game.ItemIDManipulation e = new Game.ItemIDManipulation(ID);
Game.Item.ItemQuality Quality = e.Quality;
if (Cmd[2].ToLower() == "refined") Quality = Game.Item.ItemQuality.Refined;
else if (Cmd[2].ToLower() == "unique") Quality = Game.Item.ItemQuality.Unique;
else if (Cmd[2].ToLower() == "elite") Quality = Game.Item.ItemQuality.Elite;
else if (Cmd[2].ToLower() == "super") Quality = Game.Item.ItemQuality.Super;
else if (Cmd[2].ToLower() == "simple") Quality = Game.Item.ItemQuality.Simple;
else if (Cmd[2].ToLower() == "fixed") Quality = Game.Item.ItemQuality.Fixed;
else if (Cmd[2].ToLower() == "poor") Quality = Game.Item.ItemQuality.Poor;
else if (Cmd[2].ToLower() == "normal") Quality = Game.Item.ItemQuality.Normal;
if (e.Quality == Quality)
break;
}
if (ID != 0 && Charrrrrrr.Inventory.Count < 40)
{
Game.ItemIDManipulation e = new Game.ItemIDManipulation(ID);
Game.Item.ItemQuality Quality = e.Quality;
bool change = true;
if (Cmd[2].ToLower() == "refined") Quality = Game.Item.ItemQuality.Refined;
else if (Cmd[2].ToLower() == "unique") Quality = Game.Item.ItemQuality.Unique;
else if (Cmd[2].ToLower() == "elite") Quality = Game.Item.ItemQuality.Elite;
else if (Cmd[2].ToLower() == "super") Quality = Game.Item.ItemQuality.Super;
else if (Cmd[2].ToLower() == "simple") Quality = Game.Item.ItemQuality.Simple;
else if (Cmd[2].ToLower() == "fixed") Quality = Game.Item.ItemQuality.Fixed;
else if (Cmd[2].ToLower() == "poor") Quality = Game.Item.ItemQuality.Poor;
else if (Cmd[2].ToLower() == "normal") Quality = Game.Item.ItemQuality.Normal;
else change = false;
if (change)
e.QualityChange(Quality);
ID = e.ToID();
if (!Database.DatabaseItems.ContainsKey(ID))
{
return;
}
Game.Item I = new NewestCOServer.Game.Item();
if (e.Part(0, 2) == 11 || e.Part(0, 2) == 13 || e.Part(0, 3) == 123 || e.Part(0, 3) == 141 || e.Part(0, 3) == 142)
I.Color = NewestCOServer.Game.Item.ArmorColor.Orange;
//I.FreeItem = true;
I.ID = ID;
I.UID = (uint)Program.Rnd.Next(10000000);
try
{
I.MaxDur = I.DBInfo.Durability;
I.CurDur = I.MaxDur;
}
catch (Exception Exc) { Program.WriteLine(Exc); }
try
{
I.Plus = byte.Parse(Cmd[3]);
}
catch { }
try
{
I.Bless = byte.Parse(Cmd[4]);
}
catch { }
try
{
I.Enchant = byte.Parse(Cmd[5]);
}
catch { }
try
{
I.Soc1 = (Game.Item.Gem)byte.Parse(Cmd[6]);
}
catch { }
try
{
I.Soc2 = (Game.Item.Gem)byte.Parse(Cmd[7]);
}
catch { }
I.Effect = NewestCOServer.Game.Item.RebornEffect.None;
if (Charrrrrrr.Name == Cmd[8])
{
Charrrrrrr.AddItem(I);
}
}
}
}
|
lmao this works, but at the same time it searches through the database and finds the item for each character until it hits the right one, which is terribly ineffecient. have two foreach loops, one that gets the uid of the character and one that builds the item, then put them together at the end.
Code:
if (Cmd[0] == "/giveitem")
{
uint ID = 0;
foreach (DatabaseItem DI in Database.DatabaseItems.Values)
if (DI.Name == Cmd[1])
{
ID = DI.ID;
Game.ItemIDManipulation e = new Game.ItemIDManipulation(ID);
Game.Item.ItemQuality Quality = e.Quality;
if (Cmd[2].ToLower() == "refined") Quality = Game.Item.ItemQuality.Refined;
else if (Cmd[2].ToLower() == "unique") Quality = Game.Item.ItemQuality.Unique;
else if (Cmd[2].ToLower() == "elite") Quality = Game.Item.ItemQuality.Elite;
else if (Cmd[2].ToLower() == "super") Quality = Game.Item.ItemQuality.Super;
else if (Cmd[2].ToLower() == "simple") Quality = Game.Item.ItemQuality.Simple;
else if (Cmd[2].ToLower() == "fixed") Quality = Game.Item.ItemQuality.Fixed;
else if (Cmd[2].ToLower() == "poor") Quality = Game.Item.ItemQuality.Poor;
else if (Cmd[2].ToLower() == "normal") Quality = Game.Item.ItemQuality.Normal;
if (e.Quality == Quality)
break;
}
if (ID != 0)
{
Game.ItemIDManipulation e = new Game.ItemIDManipulation(ID);
Game.Item.ItemQuality Quality = e.Quality;
bool change = true;
if (Cmd[2].ToLower() == "refined") Quality = Game.Item.ItemQuality.Refined;
else if (Cmd[2].ToLower() == "unique") Quality = Game.Item.ItemQuality.Unique;
else if (Cmd[2].ToLower() == "elite") Quality = Game.Item.ItemQuality.Elite;
else if (Cmd[2].ToLower() == "super") Quality = Game.Item.ItemQuality.Super;
else if (Cmd[2].ToLower() == "simple") Quality = Game.Item.ItemQuality.Simple;
else if (Cmd[2].ToLower() == "fixed") Quality = Game.Item.ItemQuality.Fixed;
else if (Cmd[2].ToLower() == "poor") Quality = Game.Item.ItemQuality.Poor;
else if (Cmd[2].ToLower() == "normal") Quality = Game.Item.ItemQuality.Normal;
else change = false;
if (change)
e.QualityChange(Quality);
ID = e.ToID();
if (!Database.DatabaseItems.ContainsKey(ID))
{
return;
}
Game.Item I = new NewestCOServer.Game.Item();
if (e.Part(0, 2) == 11 || e.Part(0, 2) == 13 || e.Part(0, 3) == 123 || e.Part(0, 3) == 141 || e.Part(0, 3) == 142)
I.Color = NewestCOServer.Game.Item.ArmorColor.Orange;
//I.FreeItem = true;
I.ID = ID;
I.UID = (uint)Program.Rnd.Next(10000000);
try
{
I.MaxDur = I.DBInfo.Durability;
I.CurDur = I.MaxDur;
}
catch (Exception Exc) { Program.WriteLine(Exc); }
try
{
I.Plus = byte.Parse(Cmd[3]);
}
catch { }
try
{
I.Bless = byte.Parse(Cmd[4]);
}
catch { }
try
{
I.Enchant = byte.Parse(Cmd[5]);
}
catch { }
try
{
I.Soc1 = (Game.Item.Gem)byte.Parse(Cmd[6]);
}
catch { }
try
{
I.Soc2 = (Game.Item.Gem)byte.Parse(Cmd[7]);
}
catch { }
I.Effect = NewestCOServer.Game.Item.RebornEffect.None;
foreach (Character Charrrrrrr in World.H_Chars.Values)
{
if (Charrrrrrr.Name == Cmd[8] && Charrrrrrr.Inventory.Count < 40)
{
Charrrrrrr.AddItem(I);
}
}
}
}
still looks ugly though... i'll touch it up in a bit
edit:
don't have the source that you're working with, so i had to make a few assumptions about how things worked, but i removed some redundancies :)
Code:
if (Cmd[0] == "/giveitem")
{
uint ID = 0;
foreach (DatabaseItem DI in Database.DatabaseItems.Values)
if (DI.Name.ToLower() == Cmd[1].ToLower())
{
ID = DI.ID;
Game.ItemIDManipulation e = new Game.ItemIDManipulation(ID);
Game.Item.ItemQuality Quality = e.Quality;
switch (Cmd[2].ToLower())
{
case "refined": Quality = Game.Item.ItemQuality.Refined; break;
case "unique": Quality = Game.Item.ItemQuality.Unique; break;
case "elite": Quality = Game.Item.ItemQuality.Elite; break;
case "super": Quality = Game.Item.ItemQuality.Super; break;
case "simple": Quality = Game.Item.ItemQuality.Simple; break;
case "fixed": Quality = Game.Item.ItemQuality.Fixed; break;
case "poor": Quality = Game.Item.ItemQuality.Poor; break;
case "normal": Quality = Game.Item.ItemQuality.Normal; break;
default: return;
}
e.QualityChange(Quality);
ID = e.ToID();
if (!Database.DatabaseItems.ContainsKey(ID))
return;
Game.Item I = new NewestCOServer.Game.Item();
if (e.Part(0, 2) == 11 || e.Part(0, 2) == 13 || e.Part(0, 3) == 123 || e.Part(0, 3) == 141 || e.Part(0, 3) == 142)
I.Color = NewestCOServer.Game.Item.ArmorColor.Orange;
//I.FreeItem = true;
I.ID = ID;
I.UID = (uint)Program.Rnd.Next(10000000);
try
{
I.MaxDur = I.DBInfo.Durability;
I.CurDur = I.MaxDur;
}
catch (Exception Exc) { Program.WriteLine(Exc); }
try
{
I.Plus = byte.Parse(Cmd[3]);
}
catch { }
try
{
I.Bless = byte.Parse(Cmd[4]);
}
catch { }
try
{
I.Enchant = byte.Parse(Cmd[5]);
}
catch { }
try
{
I.Soc1 = (Game.Item.Gem)byte.Parse(Cmd[6]);
}
catch { }
try
{
I.Soc2 = (Game.Item.Gem)byte.Parse(Cmd[7]);
}
catch { }
I.Effect = NewestCOServer.Game.Item.RebornEffect.None;
foreach (Character Charrrrrrr in World.H_Chars.Values)
{
if (Charrrrrrr.Name == Cmd[8] && Charrrrrrr.Inventory.Count < 40)
{
Charrrrrrr.AddItem(I);
}
}
}
}