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- /* add this npc in NpcID.cs in your project
- WuxingOven = 35016,
- Then Add This To Npc.cs in your project*/
- [Npc(NpcID.WuxingOven)]
- public static void WuxingOven(GameClient client, Packet stream, byte Option, string Input, uint id)
- {
- MsgGameItem item;
- Dialog dialog = new Dialog(client, stream);
- uint num = 100; //cps value for each item bless
- switch (Option)
- {
- case 0:
- dialog.AddText("Just paying " + num.ToString() + " CPs, you`re able to activate the Wuxing Oven and attach 1 blessed attribute on specific equipment. It`s different from that attributes upgraded with Tortoise Gems.").AddText("~So, which type of equipment would you like to bless?").AddOption("Garment.", 2).AddOption("Mount~Armor.", 4).AddOption("Star~Tower.", 6).AddOption("Heaven~Fan.", 8).AddOption("RightAccessory.", 140).AddOption("LeftAccessory.", 130).AddOption("Riding~Crop.", 10).AddOption("Gourd/Magic~Bottle.", 12).AddOption("I`ll~think~about~it.", 0xff).FinalizeDialog(false);
- break;
- case 2:
- dialog.AddText("Are you sure you want to pay " + num + " CPs to add 1 blessed attribute to the garment?").AddOption("Yes.", 3).AddOption("No,~I~changed~my~mind.", 1).AddOption("I~need~to~think~it~over.", 0xff).FinalizeDialog(false);
- break;
- case 3:
- if (!client.Equipment.FreeEquip(Role.Flags.ConquerItem.Garment))
- {
- if (client.Player.ConquerPoints > num)
- {
- if (client.Equipment.TryGetEquip(Role.Flags.ConquerItem.Garment, out item))
- {
- if (item.Bless > 0)
- {
- dialog.AddText("You already have 1 blessed attribute in Garment.").AddOption("I~see.", 0xff).FinalizeDialog(false);
- }
- else
- {
- item.Bless = 1;
- item.Mode = Role.Flags.ItemMode.AddItem | Role.Flags.ItemMode.Trade;
- item.Send(client, stream);
- dialog.AddText("Congratulation! You've added 1 blessed attribute to the garment.").AddOption("Thank you.", 0xff).FinalizeDialog(false);
- client.Player.ConquerPoints -= num;
- client.Status.ItemBless++;
- }
- }
- }
- else
- {
- dialog.AddText("You don`t have enough CPs to attach blessed attribute to the equipment.").AddOption("Alright.", 0xff).FinalizeDialog(false);
- }
- break;
- }
- dialog.AddText("You need to equip Garment, first.").AddOption("Alright.", 0xff).FinalizeDialog(false);
- break;
- case 4:
- dialog.AddText("Are you sure you want to pay " + num + " CPs to add 1 blessed attribute to the Mount Armor?").AddOption("Yes.", 5).AddOption("No,~I~changed~my~mind.", 1).AddOption("I~need~to~think~it~over.", 0xff).FinalizeDialog(false);
- break;
- case 5:
- if (!client.Equipment.FreeEquip(Role.Flags.ConquerItem.SteedMount))
- {
- if (client.Player.ConquerPoints > num)
- {
- if (client.Equipment.TryGetEquip(Role.Flags.ConquerItem.SteedMount, out item))
- {
- if (item.Bless > 0)
- {
- dialog.AddText("You already have 1 blessed attribute in Mount Armor.").AddOption("I~see.", 0xff).FinalizeDialog(false);
- }
- else
- {
- item.Bless = 1;
- item.Mode = Role.Flags.ItemMode.AddItem | Role.Flags.ItemMode.Trade;
- item.Send(client, stream);
- dialog.AddText("Congratulation! You've added 1 blessed attribute to the Mount Armor.").AddOption("Thank you.", 0xff).FinalizeDialog(false);
- client.Player.ConquerPoints -= num;
- client.Status.ItemBless++;
- }
- }
- }
- else
- {
- dialog.AddText("You don`t have enough CPs to attach blessed attribute to the equipment.").AddOption("Alright.", 0xff).FinalizeDialog(false);
- }
- break;
- }
- dialog.AddText("You need to equip Mount Armor, first.").AddOption("Alright.", 0xff).FinalizeDialog(false);
- break;
- case 6:
- dialog.AddText("Are you sure you want to pay " + num + " CPs to add 1 blessed attribute to the Star Tower?").AddOption("Yes.", 7).AddOption("No,~I~changed~my~mind.", 1).AddOption("I~need~to~think~it~over.", 0xff).FinalizeDialog(false);
- break;
- case 7:
- if (!client.Equipment.FreeEquip(Role.Flags.ConquerItem.Tower))
- {
- if (client.Player.ConquerPoints > num)
- {
- if (client.Equipment.TryGetEquip(Role.Flags.ConquerItem.Tower, out item))
- {
- if (item.Bless > 0)
- {
- dialog.AddText("You already have 1 blessed attribute in Star Tower.").AddOption("I~see.", 0xff).FinalizeDialog(false);
- }
- else
- {
- item.Bless = 1;
- item.Mode = Role.Flags.ItemMode.AddItem | Role.Flags.ItemMode.Trade;
- item.Send(client, stream);
- dialog.AddText("Congratulation! You've added 1 blessed attribute to the Star Tower.").AddOption("Thank you.", 0xff).FinalizeDialog(false);
- client.Player.ConquerPoints -= num;
- client.Status.ItemBless++;
- }
- }
- }
- else
- {
- dialog.AddText("You don`t have enough CPs to attach blessed attribute to the equipment.").AddOption("Alright.", 0xff).FinalizeDialog(false);
- }
- break;
- }
- dialog.AddText("You need to equip Star Tower, first.").AddOption("Alright.", 0xff).FinalizeDialog(false);
- break;
- case 8:
- dialog.AddText("Are you sure you want to pay " + num + " CPs to add 1 blessed attribute to the Heaven Fan?").AddOption("Yes.", 9).AddOption("No,~I~changed~my~mind.", 1).AddOption("I~need~to~think~it~over.", 0xff).FinalizeDialog(false);
- break;
- case 9:
- if (!client.Equipment.FreeEquip(Role.Flags.ConquerItem.Fan))
- {
- if (client.Player.ConquerPoints > num)
- {
- if (client.Equipment.TryGetEquip(Role.Flags.ConquerItem.Fan, out item))
- {
- if (item.Bless > 0)
- {
- dialog.AddText("You already have 1 blessed attribute in Heaven Fan.").AddOption("I~see.", 0xff).FinalizeDialog(false);
- }
- else
- {
- item.Bless = 1;
- item.Mode = Role.Flags.ItemMode.AddItem | Role.Flags.ItemMode.Trade;
- item.Send(client, stream);
- dialog.AddText("Congratulation! You've added 1 blessed attribute to the Heaven Fan.").AddOption("Thank you.", 0xff).FinalizeDialog(false);
- client.Player.ConquerPoints -= num;
- client.Status.ItemBless++;
- }
- }
- }
- else
- {
- dialog.AddText("You don`t have enough CPs to attach blessed attribute to the equipment.").AddOption("Alright.", 0xff).FinalizeDialog(false);
- }
- break;
- }
- dialog.AddText("You need to equip Heaven Fan, first.").AddOption("Alright.", 0xff).FinalizeDialog(false);
- break;
- case 10:
- dialog.AddText("Are you sure you want to pay " + num + " CPs to add 1 blessed attribute to the Riding Crop?").AddOption("Yes.", 11).AddOption("No,~I~changed~my~mind.", 1).AddOption("I~need~to~think~it~over.", 0xff).FinalizeDialog(false);
- break;
- case 11:
- if (!client.Equipment.FreeEquip(Role.Flags.ConquerItem.RidingCrop))
- {
- if (client.Player.ConquerPoints > num)
- {
- if (client.Equipment.TryGetEquip(Role.Flags.ConquerItem.RidingCrop, out item))
- {
- if (item.Bless > 0)
- {
- dialog.AddText("You already have 1 blessed attribute in Riding Crop.").AddOption("I~see.", 0xff).FinalizeDialog(false);
- }
- else
- {
- item.Bless = 1;
- item.Mode = Role.Flags.ItemMode.AddItem | Role.Flags.ItemMode.Trade;
- item.Send(client, stream);
- dialog.AddText("Congratulation! You've added 1 blessed attribute to the Riding Crop.").AddOption("Thank you.", 0xff).FinalizeDialog(false);
- client.Player.ConquerPoints -= num;
- client.Status.ItemBless++;
- }
- }
- }
- else
- {
- dialog.AddText("You don`t have enough CPs to attach blessed attribute to the equipment.").AddOption("Alright.", 0xff).FinalizeDialog(false);
- }
- break;
- }
- dialog.AddText("You need to equip Riding Crop, first.").AddOption("Alright.", 0xff).FinalizeDialog(false);
- break;
- case 12:
- dialog.AddText("Are you sure you want to pay " + num + " CPs to add 1 blessed attribute to the Gourd?").AddOption("Yes.", 13).AddOption("No,~I~changed~my~mind.", 1).AddOption("I~need~to~think~it~over.", 0xff).FinalizeDialog(false);
- break;
- case 13:
- if (!client.Equipment.FreeEquip(Role.Flags.ConquerItem.Bottle))
- {
- if (client.Player.ConquerPoints > num)
- {
- if (client.Equipment.TryGetEquip(Role.Flags.ConquerItem.Bottle, out item))
- {
- if (item.Bless > 0)
- {
- dialog.AddText("You already have 1 blessed attribute in Gourd.").AddOption("I~see.", 0xff).FinalizeDialog(false);
- }
- else
- {
- item.Bless = 1;
- item.Mode = Role.Flags.ItemMode.AddItem | Role.Flags.ItemMode.Trade;
- item.Send(client, stream);
- dialog.AddText("Congratulation! You've added 1 blessed attribute to the Gourd.").AddOption("Thank you.", 0xff).FinalizeDialog(false);
- client.Player.ConquerPoints -= num;
- client.Status.ItemBless++;
- }
- }
- }
- else
- {
- dialog.AddText("You don`t have enough CPs to attach blessed attribute to the equipment.").AddOption("Alright.", 0xff).FinalizeDialog(false);
- }
- break;
- }
- dialog.AddText("You need to equip Gourd, first.").AddOption("Alright.", 0xff).FinalizeDialog(false);
- break;
- case 50:
- dialog.AddText("Are you sure you want to pay " + num + " CPs to add 1 blessed attribute to the Wing?").AddOption("Yes.", 0x33).AddOption("No,~I~changed~my~mind.", 1).AddOption("I~need~to~think~it~over.", 0xff).FinalizeDialog(false);
- break;
- case 120:
- if (!client.Equipment.FreeEquip(Role.Flags.ConquerItem.Wing))
- {
- if (client.Player.ConquerPoints > num)
- {
- if (client.Equipment.TryGetEquip(Role.Flags.ConquerItem.Wing, out item))
- {
- if (item.Bless > 0)
- {
- dialog.AddText("You already have 1 blessed attribute in Wing.").AddOption("I~see.", 0xff).FinalizeDialog(false);
- }
- else
- {
- item.Bless = 1;
- item.Mode = Role.Flags.ItemMode.Update;
- item.Send(client, stream);
- client.Equipment.QueryEquipment(client.Equipment.Alternante, true);
- dialog.AddText("Congratulation! You've added 1 blessed attribute to the Wing.").AddOption("Thank you.", 0xff).FinalizeDialog(false);
- client.Player.ConquerPoints -= num;
- client.Status.ItemBless++;
- }
- }
- }
- else
- {
- dialog.AddText("You don`t have enough CPs to attach blessed attribute to the equipment.").AddOption("Alright.", 0xff).FinalizeDialog(false);
- }
- break;
- }
- dialog.AddText("You need to equip Wing, first.").AddOption("Alright.", 0xff).FinalizeDialog(false);
- break;
- case 130:
- if (!client.Equipment.FreeEquip(Role.Flags.ConquerItem.LeftWeaponAccessory))
- {
- if (client.Player.ConquerPoints > num)
- {
- if (client.Equipment.TryGetEquip(Role.Flags.ConquerItem.LeftWeaponAccessory, out item))
- {
- if (item.Bless > 0)
- {
- dialog.AddText("You already have 1 blessed attribute in LeftWeaponAccessory.").AddOption("I~see.", 0xff).FinalizeDialog(false);
- }
- else
- {
- item.Bless = 1;
- item.Mode = Role.Flags.ItemMode.Update;
- item.Send(client, stream);
- client.Equipment.QueryEquipment(client.Equipment.Alternante, true);
- dialog.AddText("Congratulation! You've added 1 blessed attribute to the LeftWeaponAccessory.").AddOption("Thank you.", 0xff).FinalizeDialog(false);
- client.Player.ConquerPoints -= num;
- client.Status.ItemBless++;
- }
- }
- }
- else
- {
- dialog.AddText("You don`t have enough CPs to attach blessed attribute to the equipment.").AddOption("Alright.", 0xff).FinalizeDialog(false);
- }
- break;
- }
- dialog.AddText("You need to equip Wing, first.").AddOption("Alright.", 0xff).FinalizeDialog(false);
- break;
- case 140:
- if (!client.Equipment.FreeEquip(Role.Flags.ConquerItem.RightWeaponAccessory))
- {
- if (client.Player.ConquerPoints > num)
- {
- if (client.Equipment.TryGetEquip(Role.Flags.ConquerItem.RightWeaponAccessory, out item))
- {
- if (item.Bless > 0)
- {
- dialog.AddText("You already have 1 blessed attribute in RightWeaponAccessory.").AddOption("I~see.", 0xff).FinalizeDialog(false);
- }
- else
- {
- item.Bless = 1;
- item.Mode = Role.Flags.ItemMode.Update;
- item.Send(client, stream);
- client.Equipment.QueryEquipment(client.Equipment.Alternante, true);
- dialog.AddText("Congratulation! You've added 1 blessed attribute to the RightWeaponAccessory.").AddOption("Thank you.", 0xff).FinalizeDialog(false);
- client.Player.ConquerPoints -= num;
- client.Status.ItemBless++;
- }
- }
- }
- else
- {
- dialog.AddText("You don`t have enough CPs to attach blessed attribute to the equipment.").AddOption("Alright.", 0xff).FinalizeDialog(false);
- }
- break;
- }
- dialog.AddText("You need to equip Wing, first.").AddOption("Alright.", 0xff).FinalizeDialog(false);
- break;
- }
- }
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