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.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());
}
}
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
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
because weaponmaster for 5165 is really f***ed up =]]
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());
}
}
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.
#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
#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,
#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
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?
weapon master to upgrade tower/fan? 07/04/2010 - CO2 Private Server - 7 Replies hi, i was searching a code to add tower/fan in weapon master, or npc to upgrade tower/fan, but today i think i'm not lucky x)
here is my weapon master code
#region Market High Upgrade
case 7050:
{
if (Control == 0)
{
GC.AddSend(Packets.NPCSay("As you know Magic Artisan sucks at upgrading high level gear. So i'm the...
Weapon MasteR 06/10/2010 - CO2 Private Server - 2 Replies heLp me i get a eror .. in 5165
#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."));
...
Weapon MAster 5095 05/19/2010 - CO2 Private Server - 3 Replies hey all i need Weapon master Npc normal mean=
max level
ring=126maxmum
bracelet=126maxmum
armors and robs=120maxmum
boots=129maxmum
head gears=112maxmum
i need it normal can any one upload sql file to me And Thanks
[Request] Weapon Master 11/28/2009 - CO2 Private Server - 4 Replies Hello there, im currently editing, CoEmu.V2 and I just cannot get my weapon master working, so im here to ask would someone be kind enough to release me there CoEmu.V2 Weapon Master Code.
I have tried to search but i found nothing :(..
If you could/would possibly link me to one would be great too..
Kindest Regards
Phenom