Steed: In this code it will auto add a steed in your equipment even though you didnt equip them.. All i just want is to make an else if in this code.. I want it not to auto add a steed and the npc will say that i have to equip first the steed before i can put a plus on it.. I just need some ideas on how to do it.. Anyways, after this I can do it on my own. Thanks.
Code:
#region Steed Plus Officer NPC
case 9881:
{
if (option == 0)
{
GC.AddSend(Packets.NPCSay("I can put a plus on your steed for a saddle. Do you want it?"));
GC.AddSend(Packets.NPCLink("Yes. Please.", 12));
GC.AddSend(Packets.NPCLink("No. Thanks.", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
GC.Agreed = false;
}
else if (option == 12)
{
// GC.MyChar.Equips.Necklace.Bless = 1;
Game.Item I = GC.MyChar.Equips.Get((byte)(option));
I.ID = 300000;
if (I.Plus != 12)
{
byte SaddleNeed = 0;
if (I.Plus == 0)
SaddleNeed = 1;
else if (I.Plus == 1)
SaddleNeed = 1;
else if (I.Plus == 2)
SaddleNeed = 1;
else if (I.Plus == 3)
SaddleNeed = 1;
else if (I.Plus == 4)
SaddleNeed = 1;
else if (I.Plus == 5)
SaddleNeed = 1;
else if (I.Plus == 6)
SaddleNeed = 7;
else if (I.Plus == 7)
SaddleNeed = 8;
else if (I.Plus == 8)
SaddleNeed = 9;
else if (I.Plus == 9)
SaddleNeed = 10;
else if (I.Plus == 10)
SaddleNeed = 11;
else if (I.Plus == 11)
SaddleNeed = 12;
if (!GC.Agreed)
{
GC.AddSend(Packets.NPCSay("You need " + SaddleNeed + " saddle to upgrade. Do you want it?"));
GC.AddSend(Packets.NPCSay("Your steed current plus is " + I.Plus + "."));
if (I.Plus != 0)
GC.AddSend(Packets.NPCSay("It will become " + (I.Plus + 1) + "."));
GC.AddSend(Packets.NPCLink("Yes. Please.", option));
GC.AddSend(Packets.NPCLink("Nevermind.", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
GC.Agreed = true;
}
else
{
GC.Agreed = false;
if (GC.MyChar.InventoryContains(723903, SaddleNeed, GC))
{
GC.MyChar.EquipStats((byte)(option), false);
for (byte i = 0; i < SaddleNeed; i++)
GC.MyChar.RemoveItem(723903, 1, GC);
//GC.MyChar.RemoveItem(GC.MyChar.NextItem(723903));
if (I.Plus == 0)
I.Plus = 1;
else
I.Plus += 1;
GC.MyChar.Equips.Replace((byte)(option), I, GC.MyChar);
GC.MyChar.EquipStats((byte)(option), true);
GC.AddSend(Packets.NPCSay("It's done."));
GC.AddSend(Packets.NPCLink("Thanks.", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
else
{
GC.AddSend(Packets.NPCSay("You don't have enough saddles."));
GC.AddSend(Packets.NPCLink("I see.", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
}
}
else
{
GC.AddSend(Packets.NPCSay("You cannot upgrade steed which is already at the maximum."));
GC.AddSend(Packets.NPCLink("I see.", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
}
break;
}
#endregion
First Socket and Second Socket Maker:
In this code I want also an else if on it.. If i click on headgear, necklace, ring, boots, armor, etc... it will continue socketing the items even if i dont equip any of the items.. All I just want is when I click on the selection of items it will not continue on socketing if i dont equip those items and the NPC will also says that you have to equip or wear them before socketing on them... I really need some help... Thanks..
Code:
#region Item Socket NPC
case 550:
{
if (option == 0)
{
GC.AddSend(Packets.NPCSay("Hello. I can put a socket on any items you want."));
GC.AddSend(Packets.NPCSay("It will cost you 12 DragonBalls to create the first socket."));
GC.AddSend(Packets.NPCSay("The second one will cost you 5 Tough Drills."));
GC.AddSend(Packets.NPCLink("First Socket.", 1));
GC.AddSend(Packets.NPCLink("Second Socket.", 2));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
if (option == 1 || option == 2)
{
if (option == 1)
GC.AddSend(Packets.NPCSay("Prepare 12 DragonBalls and 250,000 silvers for the socket and choose the equipment you want the socket to be created in."));
else
GC.AddSend(Packets.NPCSay("Prepare 5 Tough Drills and 500,000 silvers for the socket and choose the equipment you want the socket to be created in."));
GC.AddSend(Packets.NPCLink("Headgear", (byte)(option * 100 + 1)));
GC.AddSend(Packets.NPCLink("Necklace/Bag", (byte)(option * 100 + 2)));
GC.AddSend(Packets.NPCLink("Armor", (byte)(option * 100 + 3)));
GC.AddSend(Packets.NPCLink("Shield", (byte)(option * 100 + 5)));
GC.AddSend(Packets.NPCLink("Ring", (byte)(option * 100 + 6)));
GC.AddSend(Packets.NPCLink("Boots", (byte)(option * 100 + 8)));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
else if (option > 100 && option <= 103 || option == 105 || option == 106 || option == 108)
{
byte Pos = (byte)(option - 100);
Game.Item Eq = GC.MyChar.Equips.Get(Pos);
if (Eq.Soc1 == ConquerSx.Game.Item.Gem.NoSocket)
{
if (GC.MyChar.Silvers >= 250000 && GC.MyChar.InventoryContains(1088000, 12,GC))
{
GC.MyChar.EquipStats(Pos, false);
for (byte i = 0; i < 18; i++)
GC.MyChar.RemoveItem(1088000, 12, GC);
//GC.MyChar.RemoveItem(GC.MyChar.NextItem(1088000));
GC.MyChar.Silvers -= 250000;
Eq.Soc1 = ConquerSx.Game.Item.Gem.EmptySocket;
GC.MyChar.Equips.Replace(Pos, Eq, GC.MyChar);
GC.MyChar.EquipStats(Pos, true);
GC.AddSend(Packets.NPCSay("Congratulations! You got a first socket on your equipment."));
GC.AddSend(Packets.NPCLink("I see.", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
else
{
GC.AddSend(Packets.NPCSay("You don't have the materials."));
GC.AddSend(Packets.NPCLink("I see.", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
}
else
{
GC.AddSend(Packets.NPCSay("The item has already a first socket."));
GC.AddSend(Packets.NPCLink("I see.", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
}
else if (option > 200 && option <= 203 || option == 205 || option == 206 || option == 208)
{
byte Pos = (byte)(option - 200);
Game.Item Eq = GC.MyChar.Equips.Get(Pos);
if (Eq.Soc1 != ConquerSx.Game.Item.Gem.NoSocket)
{
if (Eq.Soc2 == ConquerSx.Game.Item.Gem.NoSocket)
{
if (GC.MyChar.Silvers >= 500000 && GC.MyChar.InventoryContains(1200005, 5, GC))
{
GC.MyChar.EquipStats(Pos, false);
for (byte i = 0; i < 7; i++)
GC.MyChar.RemoveItem(1200005, 5, GC);
//GC.MyChar.RemoveItem(GC.MyChar.NextItem(1200005));
GC.MyChar.Silvers -= 500000;
Eq.Soc2 = ConquerSx.Game.Item.Gem.EmptySocket;
GC.MyChar.Equips.Replace(Pos, Eq, GC.MyChar);
GC.MyChar.EquipStats(Pos, true);
GC.AddSend(Packets.NPCSay("Congratulations! You got a second socket on your equipment."));
GC.AddSend(Packets.NPCLink("I see.", 255));
Game.World.SendMsgToAll("SYSTEM", GC.MyChar.Name + " got a second socket on his/her equipment.", 2011, 0);
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
else
{
GC.AddSend(Packets.NPCSay("You don't have the materials."));
GC.AddSend(Packets.NPCLink("I see.", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
}
else
{
GC.AddSend(Packets.NPCSay("The item has already a second socket."));
GC.AddSend(Packets.NPCLink("I see.", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
}
else
{
GC.AddSend(Packets.NPCSay("You must have a first socket first."));
GC.AddSend(Packets.NPCLink("I see.", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
}
break;
}
#endregion






