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unlock some furniture (not all items implemented yet)
special thanks to undownding for the logic
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@@ -294,4 +294,40 @@ public class CommandGiveAll : ICommands
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await arg.SendMsg(I18NManager.Translate("Game.Command.GiveAll.GiveAllItems",
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I18NManager.Translate("Word.Skin"), skinItems.Count.ToString()));
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}
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[CommandMethod("furniture")]
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public async ValueTask GiveAllHouseFurniture(CommandArg arg)
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{
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if (!await arg.CheckOnlineTarget()) return;
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if (await arg.GetOption('p') is not int particular) return;
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if (await arg.GetOption('l') is not int level) return;
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if (await arg.GetOption('g') is not int genre) return;
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var detail = arg.GetInt(0);
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var player = arg.Target!.Player!;
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List<BaseGameItemInfo> furnitureItems = [];
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if (detail == -1)
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{
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// add all
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foreach (var config in GameData.DormGiftData.Values)
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{
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var furniture = await player.InventoryManager!
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.AddHouseFurnitureItem((ItemTypeEnum)config.Genre, config.Detail, config.Particular, config.Level, false);
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if (furniture != null) furnitureItems.Add(furniture);
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}
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}
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else
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{
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var furniture = await player.InventoryManager!.AddHouseFurnitureItem((ItemTypeEnum)genre, (uint)detail, (uint)particular, (uint)level, false);
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if (furniture == null)
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{
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await arg.SendMsg(I18NManager.Translate("Game.Command.GiveAll.NotFound", I18NManager.Translate("Word.Furniture")));
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return;
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}
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furnitureItems.Add(furniture);
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}
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if (furnitureItems.Count > 0) await player.SendPacket(new PacketNtfCallScript(furnitureItems));
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await arg.SendMsg(I18NManager.Translate("Game.Command.GiveAll.GiveAllItems",
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I18NManager.Translate("Word.Furniture"), furnitureItems.Count.ToString()));
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}
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}
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