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- #region Stuff
- case 62315:
- {
- dialog.Avatar(10);
- switch (npcRequest.OptionID)
- {
- case 0:
- {
- dialog.Text("Hey Guy, iam here for selling Items Full +n Fixed Do You Want Some Just Choose Plus And I Will Bring It A +n Super.");
- for (int x = 1; x < 13; x++)
- {
- dialog.Option("(+" + x + ") [Super Item] Price " + x * 10000, (byte)x);
- }
- dialog.Option("Just Passing By.", 255);
- dialog.Send();
- break;
- }
- default:
- {
- uint Amount = (uint)(npcRequest.OptionID * 10000);
- List<uint> ItemsToAdd = new List<uint>(16);
- #region Based
- List<ConquerItemBaseInformation> Items = Database.ConquerItemInformation.BaseInformations.Values.ToList();
- /* ItemHandler.EquipPassJobReq(p, client) &&
- ItemHandler.EquipPassStatsReq(p, client) &&
- ItemHandler.EquipPassRbReq(p, client)).ToList();*/
- var POSs = new Network.GamePackets.ItemHandler.Positions[16]
- {
- Network.GamePackets.ItemHandler.Positions.Head,
- Network.GamePackets.ItemHandler.Positions.Necklace,
- Network.GamePackets.ItemHandler.Positions.Armor,
- Network.GamePackets.ItemHandler.Positions.Right,
- Network.GamePackets.ItemHandler.Positions.Left,
- Network.GamePackets.ItemHandler.Positions.Ring,
- Network.GamePackets.ItemHandler.Positions.Boots,
- Network.GamePackets.ItemHandler.Positions.Garment,
- Network.GamePackets.ItemHandler.Positions.AttackTalisman,
- Network.GamePackets.ItemHandler.Positions.DefenceTalisman,
- Network.GamePackets.ItemHandler.Positions.Steed,
- Network.GamePackets.ItemHandler.Positions.SteedTalisman,
- Network.GamePackets.ItemHandler.Positions.RightAccessory,
- Network.GamePackets.ItemHandler.Positions.LeftAccessory,
- Network.GamePackets.ItemHandler.Positions.SteedArmor,
- Network.GamePackets.ItemHandler.Positions.Wing,
- };
- #endregion
- if (client.Player.ConquerPoints >= Amount)
- {
- #region CheckingInvetory
- if (client.Inventory.Count > 24)
- {
- client.Send(Constants.FullInventory);
- return;
- }
- #endregion
- #region GettingItems
- for (int x = 0; x < POSs.Length; x++)
- {
- if (POSs[x] == ItemHandler.Positions.Garment || POSs[x] == ItemHandler.Positions.SteedArmor)
- {
- var RequestItem = Items.Where(p => ItemHandler.GetPositionFromID(p.ID) == POSs[x]).Where(p => ItemHandler.EquipPassSexReq(p, client)).ToList();
- var rand = new Random().Next(0, RequestItem.Count);
- ItemsToAdd.Add(RequestItem[0].ID);
- }
- else if (POSs[x] == ItemHandler.Positions.RightAccessory || POSs[x] == ItemHandler.Positions.LeftAccessory)
- {
- var RequestItem = Items.Where(p => ItemHandler.GetPositionFromID(p.ID) == POSs[x]).ToList();
- var rand = new Random().Next(0, RequestItem.Count);
- ItemsToAdd.Add(RequestItem[0].ID);
- }
- else if (POSs[x] == ItemHandler.Positions.Steed)
- {
- ItemsToAdd.Add(300000);
- }
- else if (POSs[x] == ItemHandler.Positions.Head || POSs[x] == ItemHandler.Positions.Armor)
- {
- var RequestItem = Items.Where(p => ItemHandler.GetPositionFromID(p.ID) == POSs[x] && p.ID % 10 == 9 && ItemHandler.EquipPassLvlReq(p, client) && ItemHandler.EquipPassJobReq(p, client)).OrderByDescending(p => p.Level).ToArray();
- ItemsToAdd.Add(RequestItem[0].ID);
- }
- /*else if (POSs[x] == ItemHandler.Positions.Right || POSs[x] == ItemHandler.Positions.Left)
- {
- List<ConquerItemBaseInformation> RequestItem = null;
- switch (client.Player.Class)
- {
- #region Trojan
- case 10:
- case 11:
- case 12:
- case 13:
- case 14:
- case 15:
- {
- RequestItem = Items.Where(p => ItemHandler.GetPositionFromID(p.ID) == POSs[x] && p.ID % 10 == 9 && (ItemHandler.IsSword(p.ID) || ItemHandler.IsClub(p.ID) || ItemHandler.IsBlad(p.ID)) && ItemHandler.EquipPassLvlReq(p, client) && ItemHandler.EquipPassJobReq(p, client)).OrderByDescending(p => p.Level).ToList();
- switch (new Random().Next(1, 4))
- {
- case 2:
- {
- var item = RequestItem.Where(p => ItemHandler.IsClub(p.ID)).OrderByDescending(p => p.Level).FirstOrDefault();
- ItemsToAdd.Add(item.ID);
- break;
- }
- case 3:
- {
- var item = RequestItem.Where(p => ItemHandler.IsSword(p.ID)).OrderByDescending(p => p.Level).FirstOrDefault();
- ItemsToAdd.Add(item.ID);
- break;
- }
- case 4:
- {
- var item = RequestItem.Where(p => ItemHandler.IsBlad(p.ID)).OrderByDescending(p => p.Level).FirstOrDefault();
- ItemsToAdd.Add(item.ID);
- break;
- }
- }
- break;
- }
- #endregion
- #region Warrior
- case 20:
- case 21:
- case 22:
- case 23:
- case 24:
- case 25:
- {
- RequestItem = Items.Where(p => ItemHandler.GetPositionFromID(p.ID) == POSs[x] && p.ID % 10 == 9 && (ItemHandler.IsShield(p.ID) || ItemHandler.IsTwoHand(p.ID)) && !ItemHandler.IsBow(p.ID) && ItemHandler.EquipPassLvlReq(p, client) && ItemHandler.EquipPassJobReq(p, client)).OrderByDescending(p => p.Level).ToList();
- switch (new Random().Next(1, 3))
- {
- case 2:
- {
- var item = RequestItem.Where(p => ItemHandler.IsShield(p.ID)).OrderByDescending(p => p.Level).FirstOrDefault();
- ItemsToAdd.Add(item.ID);
- break;
- }
- case 3:
- {
- var item = RequestItem.Where(p => ItemHandler.IsTwoHand(p.ID) && !ItemHandler.IsBow(p.ID)).OrderByDescending(p => p.Level).FirstOrDefault();
- ItemsToAdd.Add(item.ID);
- break;
- }
- }
- break;
- }
- #endregion
- #region Archer
- case 40:
- case 41:
- case 42:
- case 43:
- case 44:
- case 45:
- {
- RequestItem = Items.Where(p => ItemHandler.GetPositionFromID(p.ID) == POSs[x] && p.ID % 10 == 9 && (ItemHandler.IsBow(p.ID) || ItemHandler.IsKnife(p.ID)) && ItemHandler.EquipPassLvlReq(p, client) && ItemHandler.EquipPassJobReq(p, client)).OrderByDescending(p => p.Level).ToList();
- switch (new Random().Next(1, 3))
- {
- case 2:
- {
- var item = RequestItem.Where(p => ItemHandler.IsBow(p.ID)).OrderByDescending(p => p.Level).FirstOrDefault();
- ItemsToAdd.Add(item.ID);
- break;
- }
- case 3:
- {
- var item = RequestItem.Where(p => ItemHandler.IsKnife(p.ID)).OrderByDescending(p => p.Level).FirstOrDefault();
- ItemsToAdd.Add(item.ID);
- break;
- }
- }
- break;
- }
- #endregion
- #region Ninja
- case 50:
- case 51:
- case 52:
- case 53:
- case 54:
- case 55:
- {
- RequestItem = Items.Where(p => ItemHandler.GetPositionFromID(p.ID) == POSs[x] && p.ID % 10 == 9 && ItemHandler.IsKatana(p.ID) && ItemHandler.EquipPassLvlReq(p, client) && ItemHandler.EquipPassJobReq(p, client)).ToList();
- var item = RequestItem.OrderByDescending(p => p.Level).FirstOrDefault();
- ItemsToAdd.Add(item.ID);
- break;
- }
- #endregion
- #region Monk
- case 60:
- case 61:
- case 62:
- case 63:
- case 64:
- case 65:
- {
- RequestItem = Items.Where(p => ItemHandler.GetPositionFromID(p.ID) == POSs[x] && p.ID % 10 == 9 && (ItemHandler.IsBeads(p.ID) && ItemHandler.Isweapons1Hand(p.ID)) && ItemHandler.EquipPassLvlReq(p, client) && ItemHandler.EquipPassJobReq(p, client)).OrderByDescending(p => p.Level).ToList();
- var item = RequestItem.Where(p => ItemHandler.IsBeads(p.ID)).OrderByDescending(p => p.Level).FirstOrDefault();
- ItemsToAdd.Add(item.ID);
- break;
- }
- #endregion
- #region Pirate
- case 70:
- case 71:
- case 72:
- case 73:
- case 74:
- case 75:
- {
- RequestItem = Items.Where(p => ItemHandler.GetPositionFromID(p.ID) == POSs[x] && p.ID % 10 == 9 && (ItemHandler.IsRapier(p.ID) || ItemHandler.IsPistol(p.ID)) && ItemHandler.EquipPassLvlReq(p, client) && ItemHandler.EquipPassJobReq(p, client)).OrderByDescending(p => p.Level).ToList();
- switch (new Random().Next(1, 3))
- {
- case 2:
- {
- var item = RequestItem.Where(p => ItemHandler.IsRapier(p.ID)).OrderByDescending(p => p.Level).FirstOrDefault();
- ItemsToAdd.Add(item.ID);
- break;
- }
- case 3:
- {
- var item = RequestItem.Where(p => ItemHandler.IsPistol(p.ID)).OrderByDescending(p => p.Level).FirstOrDefault();
- ItemsToAdd.Add(item.ID);
- break;
- }
- }
- break;
- }
- #endregion
- #region LeeLong
- case 80:
- case 81:
- case 82:
- case 83:
- case 84:
- case 85:
- {
- RequestItem = Items.Where(p => ItemHandler.GetPositionFromID(p.ID) == POSs[x] && p.ID % 10 == 9 && (ItemHandler.IsNunchaku(p.ID) && ItemHandler.Isweapons1Hand(p.ID)) && ItemHandler.EquipPassLvlReq(p, client) && ItemHandler.EquipPassJobReq(p, client)).OrderByDescending(p => p.Level).ToList();
- var item = RequestItem.Where(p => ItemHandler.IsNunchaku(p.ID)).OrderByDescending(p => p.Level).FirstOrDefault();
- ItemsToAdd.Add(item.ID);
- break;
- }
- #endregion
- default:
- {
- RequestItem = Items.Where(p => ItemHandler.GetPositionFromID(p.ID) == POSs[x] && p.ID % 10 == 9 && (ItemHandler.IsHossu(p.ID) || ItemHandler.IsBacksword(p.ID)) && ItemHandler.EquipPassLvlReq(p, client) && ItemHandler.EquipPassJobReq(p, client)).OrderByDescending(p => p.Level).ToList();
- switch (new Random().Next(1, 3))
- {
- case 2:
- {
- var item = RequestItem.Where(p => ItemHandler.IsHossu(p.ID)).OrderByDescending(p => p.Level).FirstOrDefault();
- ItemsToAdd.Add(item.ID);
- break;
- }
- case 3:
- {
- var item = RequestItem.Where(p => ItemHandler.IsBacksword(p.ID)).OrderByDescending(p => p.Level).FirstOrDefault();
- ItemsToAdd.Add(item.ID);
- break;
- }
- }
- break;
- }
- }
- }*/
- else
- {
- var RequestItem = Items.Where(p => ItemHandler.GetPositionFromID(p.ID) == POSs[x] && p.ID % 10 == 9 && ItemHandler.EquipPassLvlReq(p, client) && ItemHandler.EquipPassJobReq(p, client)).OrderByDescending(p => p.Level).ToArray();
- ItemsToAdd.Add(RequestItem[0].ID);
- }
- }
- #endregion
- client.Player.ConquerPoints -= Amount;
- #region AddingItems
- for (int x = 0; x < ItemsToAdd.Count; x++)
- {
- switch (ItemHandler.GetPositionFromID(ItemsToAdd[x]))
- {
- case ItemHandler.Positions.LeftAccessory:
- case ItemHandler.Positions.RightAccessory:
- case ItemHandler.Positions.Garment:
- case ItemHandler.Positions.SteedArmor:
- {
- client.Inventory.Add(ItemsToAdd[x], 0, 0, 1, Enums.Gem.NoSocket, Enums.Gem.NoSocket);
- break;
- }
- case ItemHandler.Positions.SteedTalisman:
- {
- client.Inventory.Add(ItemsToAdd[x], 12, 0, 1, Enums.Gem.NoSocket, Enums.Gem.NoSocket);
- break;
- }
- case ItemHandler.Positions.AttackTalisman:
- {
- client.Inventory.Add(ItemsToAdd[x], 12, 255, 1, Enums.Gem.SuperThunderGem, Enums.Gem.SuperThunderGem);
- break;
- }
- case ItemHandler.Positions.Steed:
- {
- uint[] R = new uint[5] { 187, 62, 148, 147, 142 };
- uint[] G = new uint[5] { 135, 63, 156, 134, 39 };
- uint[] B = new uint[5] { 201, 184, 137, 122, 46 };
- int Rand = new FastRandom().Next(0, R.Length);
- MsgItemInfo item = new MsgItemInfo(true);
- item.ID = 300000;
- item.Plus = 6;
- item.Durability = item.MaximDurability = Database.ConquerItemInformation.BaseInformations[item.ID].Durability;
- item.SocketProgress = (uint)(B[Rand] | (G[Rand] << 8) | (R[Rand] << 16));
- client.Inventory.Add(item, Game.Enums.ItemUse.CreateAndAdd);
- break;
- }
- case ItemHandler.Positions.DefenceTalisman:
- {
- client.Inventory.Add(ItemsToAdd[x], 12, 255, 1, Enums.Gem.SuperGloryGem, Enums.Gem.SuperGloryGem);
- break;
- }
- case ItemHandler.Positions.Wing:
- {
- client.Inventory.Add(ItemsToAdd[x], 12, 255, 1, Enums.Gem.SuperThunderGem, Enums.Gem.SuperGloryGem);
- break;
- }
- case ItemHandler.Positions.Head:
- case ItemHandler.Positions.Necklace:
- case ItemHandler.Positions.Ring:
- case ItemHandler.Positions.Boots:
- case ItemHandler.Positions.Armor:
- case ItemHandler.Positions.Right:
- {
- switch (client.Player.Class)
- {
- case 100:
- case 101:
- case 132:
- case 133:
- case 134:
- case 135:
- {
- client.Inventory.Add(ItemsToAdd[x], 12, 255, 7, Enums.Gem.SuperPhoenixGem, Enums.Gem.SuperPhoenixGem);
- break;
- }
- default:
- {
- client.Inventory.Add(ItemsToAdd[x], 12, 255, 7, Enums.Gem.SuperDragonGem, Enums.Gem.SuperDragonGem);
- break;
- }
- }
- break;
- }
- case ItemHandler.Positions.Left:
- switch (client.Player.Class)
- {
- case 100:
- case 101:
- case 132:
- case 133:
- case 134:
- case 135:
- {
- client.Inventory.Add(ItemsToAdd[x], 12, 255, 7, Enums.Gem.NoSocket, Enums.Gem.NoSocket);
- break;
- }
- default:
- {
- client.Inventory.Add(ItemsToAdd[x], 12, 255, 7, Enums.Gem.SuperDragonGem, Enums.Gem.SuperDragonGem);
- break;
- }
- }
- break;
- }
- }
- ItemsToAdd.Clear();
- #endregion
- }
- else
- {
- dialog.Text("Sorry, you don't have "+Amount+" Cps.");
- dialog.Option("Sorry.", 255);
- dialog.Send();
- }
- break;
- }
- }
- break;
- }
- #endregion
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