internal class Wizard : Command
{
public Wizard()
: base("wizard", 0)
{
}
protected override bool Process(Player player, RealmTime time, string[] args)
{
try
{
player.Inventory[4] = player.Manager.GameData.Items[0xaa2]; // Astral
player.Inventory[5] = player.Manager.GameData.Items[0xa30]; // MNova
player.Inventory[6] = player.Manager.GameData.Items[0xa96]; // Elder
player.Inventory[7] = player.Manager.GameData.Items[0xacd]; // Exa HP
player.UpdateCount++;
player.SendInfo("Success");
}
catch
{
player.SendError("Error while giving set!");
return false;
}
return true;
}
}
class Wizard : Command
{
public Wizard(): base("wizard", 0)
{
}
protected override bool Process(Player player, RealmTime time, string[] args)
{
if (player.Inventory[4] == null && player.Inventory[5] == null &&
player.Inventory[6] == null && player.Inventory[7] == null)//simple check if 4,5,6,7 is empty
{
player.Inventory[4] = player.Manager.GameData.Items[0xaa2]; // Astral
player.Inventory[5] = player.Manager.GameData.Items[0xa30]; // MNova
player.Inventory[6] = player.Manager.GameData.Items[0xa96]; // Elder
player.Inventory[7] = player.Manager.GameData.Items[0xacd]; // Exa HP
player.UpdateCount++;
player.SendInfo("Success");
return true;
}
else
{
player.SendError("Slots 1, 2, 3 or 4 is being used!");
return false;
}
}
}