private void CHARACTER_CREATE(CMSG_INTERNAL_CHARACTERCREATE cpkt)
        {
            //Argument with creation data given by the authentication server
            CharCreationArgument argument = new CharCreationArgument();
            argument.CharName = cpkt.Name;
            argument.WeaponName = cpkt.WeaponName;
            argument.WeaponAffix = cpkt.WeaponAffix;
            argument.FaceDetails = cpkt.FaceDetails;
            argument.UserId = cpkt.UserId;

            //Only normans are supported by this time
            Character character = null;
            Saga.Factory.CharacterConfiguration.IDefaultCharacterSettings settings =
                Singleton.CharacterConfiguration.Normans;

            try
            {
                //CHECK IF NAME ALREADY EXISTS
                if (Singleton.Database.VerifyNameExists(cpkt.Name.ToUpperInvariant()))
                {
                    SMSG_CHAR_CREATE spkt = new SMSG_CHAR_CREATE();
                    spkt.Result = 0xA;
                    spkt.SessionId = cpkt.SessionId;
                    this.Send((byte[])spkt);
                }
                //CREATE CHARACTER AND IF FAILED SENT ERROR MESSAGE
                else if (!settings.create(out character, argument))
                {
                    SMSG_CHAR_CREATE spkt = new SMSG_CHAR_CREATE();
                    spkt.Result = 0x4;
                    spkt.SessionId = cpkt.SessionId;
                    this.Send((byte[])spkt);
                }
                //SUCCESSFULL CREATION
                else
                {
                    SMSG_CHAR_CREATE spkt = new SMSG_CHAR_CREATE();
                    spkt.CharatcerId = character.ModelId;
                    spkt.SessionId = cpkt.SessionId;
                    this.Send((byte[])spkt);
                }
            }
            //DATABASE ERROR
            catch (Exception e)
            {
                Console.WriteLine(e);
                Console.ReadKey();
                SMSG_CHAR_CREATE spkt = new SMSG_CHAR_CREATE();
                spkt.Result = 0x6;
                spkt.SessionId = cpkt.SessionId;
                this.Send((byte[])spkt);
            }
        }
            bool IDefaultCharacterSettings.create(out Character character, CharCreationArgument e)
            {
                //---------------------------------------------------------------------------
                //Create temp character to contain our changes
                //---------------------------------------------------------------------------
                Character tempChar = new Character(null, 0, 0);
                tempChar.Name = e.CharName;
                tempChar.FaceDetails = e.FaceDetails;

                //---------------------------------------------------------------------------
                //Set race spefic positions
                //---------------------------------------------------------------------------
                //Set default last location from character configuration
                tempChar.lastlocation = DefaultSaveLocation;
                //Set default save location from character configuration
                tempChar.savelocation = DefaultSaveLocation;
                //Set default starting location from character configuration
                tempChar.map = DefaultLocation.map;
                tempChar.Position = DefaultLocation.coords;

                //---------------------------------------------------------------------------
                //Add inventory items
                //---------------------------------------------------------------------------
                Rag2Item item;
                if (Singleton.Item.TryGetItemWithCount(4075, 10, out item))
                    tempChar.container.Add(item);
                if (Singleton.Item.TryGetItemWithCount(16061, 1, out item))
                    tempChar.container.Add(item);
                if (Singleton.Item.TryGetItemWithCount(4074, 1, out item))
                    tempChar.container.Add(item);
                if (Singleton.Item.TryGetItemWithCount(4076, 1, out item))
                    tempChar.container.Add(item);
                if (Singleton.Item.TryGetItemWithCount(4252, 1, out item))
                    tempChar.container.Add(item);
                if (Singleton.Item.TryGetItemWithCount(4253, 1, out item))
                    tempChar.container.Add(item);

                //---------------------------------------------------------------------------
                //Add a weapon to your character
                //---------------------------------------------------------------------------
                tempChar.weapons[0] = new Weapon();
                tempChar.weapons[0]._weaponname = e.WeaponName;
                tempChar.weapons[0]._weapontype = 1;
                tempChar.weapons[0]._augeskill = 150001;
                tempChar.weapons[0]._weaponlevel = 1;
                tempChar.weapons[0]._suffix = e.WeaponAffix;
                tempChar.weapons[0]._active = 1;
                if (Singleton.Weapons.TryGetWeaponInfo(tempChar.weapons[0]._weapontype, tempChar.weapons[0]._weaponlevel, out tempChar.weapons[0].Info))
                    tempChar.weapons[0]._durabillity = (ushort)tempChar.weapons[0].Info.max_durabillity;

                //---------------------------------------------------------------------------
                //Create a character by adding it to the database.
                //If the character is created than add the new skills to the database
                //---------------------------------------------------------------------------
                if (Singleton.Database.TransactionInsert(tempChar, e.UserId))
                {
                    Singleton.Database.InsertNewSkill(tempChar.ModelId, 1407401, 1);
                    Singleton.Database.InsertNewSkill(tempChar.ModelId, 1406901, 1);
                    character = tempChar;
                    return tempChar.ModelId > 0;
                }
                else
                {
                    character = tempChar;
                    return false;
                }
            }