hello i post today update npc ethernal, now have compose +10 to +12 with DB's like real co and bless effect xD
ty to -Shunsui- for the bless code
and ty for 12tails for the firts ethernal he made for us...
this is only a little update
Code:
#region Ethereal
case 35015:
{
if (Control == 0)
{
GC.AddSend(Packets.NPCSay("I can set your itens bless, for some tortoise gens super. Or I can set your itens plus, for some DragonBalls"));
GC.AddSend(Packets.NPCLink("I want bless it.", 9));
GC.AddSend(Packets.NPCLink("I want upgrade it.", 19));
GC.AddSend(Packets.NPCLink("Just passing by.", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
GC.Agreed = false;
}
if (Control == 9)
{
GC.AddSend(Packets.NPCSay("Choose the equipment you want to set bless."));
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("Nevermind", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
else if (Control >= 1 && Control <= 8)
{
Game.Item I = GC.MyChar.Equips.Get((byte)(Control));
if (I.Bless != 7)
{
byte TortoiseNeed = 0;
if (I.Bless == 0)
TortoiseNeed = 5;
else if (I.Bless == 1)
TortoiseNeed = 1;
else if (I.Bless == 3)
TortoiseNeed = 3;
else if (I.Bless == 5)
TortoiseNeed = 5;
if (!GC.Agreed)
{
GC.AddSend(Packets.NPCSay("You need " + TortoiseNeed + " Super Tortoises to upgrade. Do you want it?"));
GC.AddSend(Packets.NPCSay("Your item current bless is " + I.Bless + "."));
if (I.Bless != 0)
GC.AddSend(Packets.NPCSay("It will be " + (I.Bless + 2) + "."));
GC.AddSend(Packets.NPCLink("Yes.", Control));
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(700073, TortoiseNeed))
{
GC.MyChar.EquipStats((byte)(Control), false);
for (byte i = 0; i < TortoiseNeed; i++)
GC.MyChar.RemoveItem(GC.MyChar.NextItem(700073));
if (I.Bless == 0)
I.Bless = 1;
else
I.Bless += 2;
GC.MyChar.Equips.Replace((byte)(Control), I, GC.MyChar);
GC.MyChar.EquipStats((byte)(Control), true);
if (I.Bless == 7)
{
Game.World.Action(GC.MyChar, Packets.String(GC.MyChar.EntityID, 10, "Aegis4").Get);
}
else if (I.Bless == 5)
{
Game.World.Action(GC.MyChar, Packets.String(GC.MyChar.EntityID, 10, "Aegis3").Get);
}
else if (I.Bless == 3)
{
Game.World.Action(GC.MyChar, Packets.String(GC.MyChar.EntityID, 10, "Aegis2").Get);
}
else if (I.Bless == 1)
{
Game.World.Action(GC.MyChar, Packets.String(GC.MyChar.EntityID, 10, "Aegis1").Get);
}
GC.AddSend(Packets.NPCSay("Here you are. 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 Tortoise Gems."));
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 an item's bless which is already at maximum."));
GC.AddSend(Packets.NPCLink("I see", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
}
if (Control == 19)
{
GC.AddSend(Packets.NPCSay("Ok here we go , here you are my Price List."));
GC.AddSend(Packets.NPCSay("\n 12 DragonBalls to get your item to +10."));
GC.AddSend(Packets.NPCSay("\n 25 DragonBall to get your item to +11."));
GC.AddSend(Packets.NPCSay("\n 40 DragonBall to get your item to +12."));
GC.AddSend(Packets.NPCSay("\n If you agree with that choose your item"));
GC.AddSend(Packets.NPCLink("Headgear", 21));
GC.AddSend(Packets.NPCLink("Necklace/Bag", 22));
GC.AddSend(Packets.NPCLink("Armor", 23));
GC.AddSend(Packets.NPCLink("Weapon", 24));
GC.AddSend(Packets.NPCLink("Shield", 25));
GC.AddSend(Packets.NPCLink("Ring", 26));
GC.AddSend(Packets.NPCLink("Boots", 28));
GC.AddSend(Packets.NPCLink("Nevermind", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
else if (Control >= 21 && Control <= 30)
{
byte Pos = (byte)(Control - 20);
Game.Item I = GC.MyChar.Equips.Get(Pos);
if (I.Plus > 8)
{
if (I.Plus != 12)
{
byte DBScrollNeed = 0;
if (I.Plus == 9)
DBScrollNeed = 12;
else if (I.Plus == 10)
DBScrollNeed = 25;
else if (I.Plus == 11)
DBScrollNeed = 40;
if (GC.Agreed)
{
GC.AddSend(Packets.NPCSay("You need " + DBScrollNeed + " DragonBall Scroll to upgrade. Do you have it?"));
GC.AddSend(Packets.NPCSay(" Your item current plus is +" + I.Plus + "."));
if (I.Plus != 0)
GC.AddSend(Packets.NPCSay(" It will be +" + (I.Plus + 1) + "."));
GC.AddSend(Packets.NPCLink("Yes.", Pos));
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(1088000, DBScrollNeed))
{
GC.MyChar.EquipStats(Pos, false);
for (byte i = 0; i < DBScrollNeed; i++)
GC.MyChar.RemoveItem(GC.MyChar.NextItem(1088000));
if (I.Plus == 10)
I.Plus = 11;
else
I.Plus += 1;
GC.MyChar.Equips.Replace(Pos, I, GC.MyChar);
GC.MyChar.EquipStats(Pos, true);
GC.AddSend(Packets.NPCSay("Here you are. 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 DragonBall Scroll."));
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 an item's plus which is already at maximum."));
GC.AddSend(Packets.NPCLink("I see", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
}
else
{
GC.AddSend(Packets.NPCSay("You have to get your item to +9 first then come back here"));
GC.AddSend(Packets.NPCLink("Damn,i was in hurry", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
}
break;
}
#endregion
if you not have the npc put that in you oldcodb in file npc.txt
hello i post today update npc ethernal, now have compose +10 to +12 with DB's like real co and bless effect xD
ty to -Shunsui- for the bless code
and ty for 12tails for the firts ethernal he made for us...
this is only a little update
Code:
#region Ethereal
case 35015:
{
if (Control == 0)
{
GC.AddSend(Packets.NPCSay("I can set your itens bless, for some tortoise gens super. Or I can set your itens plus, for some DragonBalls"));
GC.AddSend(Packets.NPCLink("I want bless it.", 9));
GC.AddSend(Packets.NPCLink("I want upgrade it.", 19));
GC.AddSend(Packets.NPCLink("Just passing by.", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
GC.Agreed = false;
}
if (Control == 9)
{
GC.AddSend(Packets.NPCSay("Choose the equipment you want to set bless."));
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("Nevermind", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
else if (Control >= 1 && Control <= 8)
{
Game.Item I = GC.MyChar.Equips.Get((byte)(Control));
if (I.Bless != 7)
{
byte TortoiseNeed = 0;
if (I.Bless == 0)
TortoiseNeed = 5;
else if (I.Bless == 1)
TortoiseNeed = 1;
else if (I.Bless == 3)
TortoiseNeed = 3;
else if (I.Bless == 5)
TortoiseNeed = 5;
if (!GC.Agreed)
{
GC.AddSend(Packets.NPCSay("You need " + TortoiseNeed + " Super Tortoises to upgrade. Do you want it?"));
GC.AddSend(Packets.NPCSay("Your item current bless is " + I.Bless + "."));
if (I.Bless != 0)
GC.AddSend(Packets.NPCSay("It will be " + (I.Bless + 2) + "."));
GC.AddSend(Packets.NPCLink("Yes.", Control));
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(700073, TortoiseNeed))
{
GC.MyChar.EquipStats((byte)(Control), false);
for (byte i = 0; i < TortoiseNeed; i++)
GC.MyChar.RemoveItem(GC.MyChar.NextItem(700073));
if (I.Bless == 0)
I.Bless = 1;
else
I.Bless += 2;
GC.MyChar.Equips.Replace((byte)(Control), I, GC.MyChar);
GC.MyChar.EquipStats((byte)(Control), true);
if (I.Bless == 7)
{
Game.World.Action(GC.MyChar, Packets.String(GC.MyChar.EntityID, 10, "Aegis4").Get);
}
else if (I.Bless == 5)
{
Game.World.Action(GC.MyChar, Packets.String(GC.MyChar.EntityID, 10, "Aegis3").Get);
}
else if (I.Bless == 3)
{
Game.World.Action(GC.MyChar, Packets.String(GC.MyChar.EntityID, 10, "Aegis2").Get);
}
else if (I.Bless == 1)
{
Game.World.Action(GC.MyChar, Packets.String(GC.MyChar.EntityID, 10, "Aegis1").Get);
}
GC.AddSend(Packets.NPCSay("Here you are. 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 Tortoise Gems."));
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 an item's bless which is already at maximum."));
GC.AddSend(Packets.NPCLink("I see", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
}
if (Control == 19)
{
GC.AddSend(Packets.NPCSay("Ok here we go , here you are my Price List."));
GC.AddSend(Packets.NPCSay("\n 12 DragonBalls to get your item to +10."));
GC.AddSend(Packets.NPCSay("\n 25 DragonBall to get your item to +11."));
GC.AddSend(Packets.NPCSay("\n 40 DragonBall to get your item to +12."));
GC.AddSend(Packets.NPCSay("\n If you agree with that choose your item"));
GC.AddSend(Packets.NPCLink("Headgear", 21));
GC.AddSend(Packets.NPCLink("Necklace/Bag", 22));
GC.AddSend(Packets.NPCLink("Armor", 23));
GC.AddSend(Packets.NPCLink("Weapon", 24));
GC.AddSend(Packets.NPCLink("Shield", 25));
GC.AddSend(Packets.NPCLink("Ring", 26));
GC.AddSend(Packets.NPCLink("Boots", 28));
GC.AddSend(Packets.NPCLink("Nevermind", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
else if (Control >= 21 && Control <= 30)
{
byte Pos = (byte)(Control - 20);
Game.Item I = GC.MyChar.Equips.Get(Pos);
if (I.Plus > 8)
{
if (I.Plus != 12)
{
byte DBScrollNeed = 0;
if (I.Plus == 9)
DBScrollNeed = 12;
else if (I.Plus == 10)
DBScrollNeed = 25;
else if (I.Plus == 11)
DBScrollNeed = 40;
if (GC.Agreed)
{
GC.AddSend(Packets.NPCSay("You need " + DBScrollNeed + " DragonBall Scroll to upgrade. Do you have it?"));
GC.AddSend(Packets.NPCSay(" Your item current plus is +" + I.Plus + "."));
if (I.Plus != 0)
GC.AddSend(Packets.NPCSay(" It will be +" + (I.Plus + 1) + "."));
GC.AddSend(Packets.NPCLink("Yes.", Pos));
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(1088000, DBScrollNeed))
{
GC.MyChar.EquipStats(Pos, false);
for (byte i = 0; i < DBScrollNeed; i++)
GC.MyChar.RemoveItem(GC.MyChar.NextItem(1088000));
if (I.Plus == 10)
I.Plus = 11;
else
I.Plus += 1;
GC.MyChar.Equips.Replace(Pos, I, GC.MyChar);
GC.MyChar.EquipStats(Pos, true);
GC.AddSend(Packets.NPCSay("Here you are. 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 DragonBall Scroll."));
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 an item's plus which is already at maximum."));
GC.AddSend(Packets.NPCLink("I see", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
}
else
{
GC.AddSend(Packets.NPCSay("You have to get your item to +9 first then come back here"));
GC.AddSend(Packets.NPCLink("Damn,i was in hurry", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
}
break;
}
#endregion
i tested and work fine for me
enjoy ppl
Just a suggestion, if your updating someone's work, post it in that thread, and you didn't post the npc locations or anything of that sort. Just thought I'd let you know.
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