Example #1
0
        public void OnCommand(GameClient client, string[] args)
        {
            bool getcloak;

            if (Util.Random(1) == 0)
            {
                getcloak = false;
            }
            else
            {
                getcloak = true;
            }

            if (args.Length < 2)
            {
                DisplaySyntax(client);
                return;
            }

            string ClasseEpic = "";
            ushort color      = 0;
            ushort color1     = 0;
            ushort color2     = 0;
            ushort color3     = 0;
            ushort color4     = 0;
            ushort color5     = 0;
            ushort color6     = 0;
            ushort sloti      = 999;
            byte   slotb      = 0x00;

            if (args.Length >= 2)
            {
                // Epic Argument
                if (args[1] == "epic")
                {
                    if (args.Length < 3)
                    {
                        DisplaySyntax(client);
                        return;
                    }
                    if (args.Length > 4 && args.Length < 10)
                    {
                        DisplaySyntax(client);
                        return;
                    }
                    ClasseEpic = args[2];
                    if (args.Length >= 4)
                    {
                        color = Convert.ToUInt16(args[3]);
                    }
                    if (args.Length > 4)
                    {
                        color1 = Convert.ToUInt16(args[4]);
                        color2 = Convert.ToUInt16(args[5]);
                        color3 = Convert.ToUInt16(args[6]);
                        color4 = Convert.ToUInt16(args[7]);
                        color5 = Convert.ToUInt16(args[8]);
                        color6 = Convert.ToUInt16(args[9]);
                    }
                }
                else if (args[1] == "equip")
                {
                    // equip Argument
                    if (args.Length < 3)
                    {
                        DisplaySyntax(client);
                        return;
                    }
                    slotb = Convert.ToByte(Convert.ToUInt16(args[2]));
                    ushort z = 0;
                    foreach (byte finded in slots)
                    {
                        if (finded == slotb)
                        {
                            sloti = z;
                        }
                        z++;
                    }
                    if (sloti == 999)
                    {
                        DisplaySyntax(client);
                        return;
                    }
                    if (args.Length > 3)
                    {
                        color = Convert.ToUInt16(args[3]);
                    }
                }
                else
                {
                    // Armor and Claok Argument
                    if (args.Length > 3 && args.Length < 9)
                    {
                        DisplaySyntax(client);
                        return;
                    }
                    if (args.Length >= 3 && args[1] != "save")
                    {
                        color = Convert.ToUInt16(args[2]);
                    }
                    if (args.Length > 3)
                    {
                        color1 = Convert.ToUInt16(args[3]);
                        color2 = Convert.ToUInt16(args[4]);
                        color3 = Convert.ToUInt16(args[5]);
                        color4 = Convert.ToUInt16(args[6]);
                        color5 = Convert.ToUInt16(args[7]);
                        color6 = Convert.ToUInt16(args[8]);
                    }
                }
            }
            int[] colorArray = { color1, color2, color3, color4, color5, color6 };

            GameNPC npc = null;

            if (client.Player.TargetObject is GameNPC)
            {
                npc = (GameNPC)client.Player.TargetObject;
            }

            GameNpcInventoryTemplate template = npc.Inventory as GameNpcInventoryTemplate;

            if (template == null)
            {
                template = new GameNpcInventoryTemplate();
            }

            if (args[1] != "epic")
            {
                switch (args[1])
                {
                case "random":
                {
                    Clear(npc);
                    template = new GameNpcInventoryTemplate();
                    for (int i = 0; i < 6; i++)
                    {
                        if (args.Length > 2)
                        {
                            if (args.Length == 3)
                            {
                                switch (Util.Random(5))
                                {
                                case 0:
                                    template.AddNPCEquipment((eInventorySlot)slots[i], armor[0][i][Util.Random(armor[0][i].Length - 1)], color, 0);
                                    break;

                                case 1:
                                    template.AddNPCEquipment((eInventorySlot)slots[i], armor[1][i][Util.Random(armor[1][i].Length - 1)], color, 0);
                                    break;

                                case 2:
                                    template.AddNPCEquipment((eInventorySlot)slots[i], armor[2][i][Util.Random(armor[2][i].Length - 1)], color, 0);
                                    break;

                                case 3:
                                    template.AddNPCEquipment((eInventorySlot)slots[i], armor[3][i][Util.Random(armor[3][i].Length - 1)], color, 0);
                                    break;

                                case 4:
                                    template.AddNPCEquipment((eInventorySlot)slots[i], armor[4][i][Util.Random(armor[4][i].Length - 1)], color, 0);
                                    break;

                                case 5:
                                    template.AddNPCEquipment((eInventorySlot)slots[i], armor[5][i][Util.Random(armor[5][i].Length - 1)], color, 0);
                                    break;
                                }
                            }
                            else
                            {
                                switch (Util.Random(5))
                                {
                                case 0:
                                    template.AddNPCEquipment((eInventorySlot)slots[i], armor[0][i][Util.Random(armor[0][i].Length - 1)], colorArray[i], 0);
                                    break;

                                case 1:
                                    template.AddNPCEquipment((eInventorySlot)slots[i], armor[1][i][Util.Random(armor[1][i].Length - 1)], colorArray[i], 0);
                                    break;

                                case 2:
                                    template.AddNPCEquipment((eInventorySlot)slots[i], armor[2][i][Util.Random(armor[2][i].Length - 1)], colorArray[i], 0);
                                    break;

                                case 3:
                                    template.AddNPCEquipment((eInventorySlot)slots[i], armor[3][i][Util.Random(armor[3][i].Length - 1)], colorArray[i], 0);
                                    break;

                                case 4:
                                    template.AddNPCEquipment((eInventorySlot)slots[i], armor[4][i][Util.Random(armor[4][i].Length - 1)], colorArray[i], 0);
                                    break;

                                case 5:
                                    template.AddNPCEquipment((eInventorySlot)slots[i], armor[5][i][Util.Random(armor[5][i].Length - 1)], colorArray[i], 0);
                                    break;
                                }
                            }
                        }
                        else
                        {
                            switch (Util.Random(5))
                            {
                            case 0:
                                template.AddNPCEquipment((eInventorySlot)slots[i], armor[0][i][Util.Random(armor[0][i].Length - 1)], Util.Random(86), 0);
                                break;

                            case 1:
                                template.AddNPCEquipment((eInventorySlot)slots[i], armor[1][i][Util.Random(armor[1][i].Length - 1)], Util.Random(86), 0);
                                break;

                            case 2:
                                template.AddNPCEquipment((eInventorySlot)slots[i], armor[2][i][Util.Random(armor[2][i].Length - 1)], Util.Random(86), 0);
                                break;

                            case 3:
                                template.AddNPCEquipment((eInventorySlot)slots[i], armor[3][i][Util.Random(armor[3][i].Length - 1)], Util.Random(86), 0);
                                break;

                            case 4:
                                template.AddNPCEquipment((eInventorySlot)slots[i], armor[4][i][Util.Random(armor[4][i].Length - 1)], Util.Random(86), 0);
                                break;

                            case 5:
                                template.AddNPCEquipment((eInventorySlot)slots[i], armor[5][i][Util.Random(armor[5][i].Length - 1)], Util.Random(86), 0);
                                break;
                            }
                        }
                    }
                    if (getcloak)
                    {
                        goto case "cloak";
                    }
                    else
                    {
                        break;
                    }
                }

                case "cloth":
                {
                    Clear(npc);
                    template = new GameNpcInventoryTemplate();
                    if (args.Length > 2)
                    {
                        if (args.Length == 3)
                        {
                            template.AddNPCEquipment((eInventorySlot)slots[0], armor[0][0][Util.Random(armor[0][0].Length - 1)], color, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[1], armor[0][1][Util.Random(armor[0][1].Length - 1)], color, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[2], armor[0][2][Util.Random(armor[0][2].Length - 1)], color, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[3], armor[0][3][Util.Random(armor[0][3].Length - 1)], color, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[4], armor[0][4][Util.Random(armor[0][4].Length - 1)], color, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[5], armor[0][5][Util.Random(armor[0][5].Length - 1)], color, 0);
                        }
                        else
                        {
                            template.AddNPCEquipment((eInventorySlot)slots[0], armor[0][0][Util.Random(armor[0][0].Length - 1)], color1, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[1], armor[0][1][Util.Random(armor[0][1].Length - 1)], color2, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[2], armor[0][2][Util.Random(armor[0][2].Length - 1)], color3, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[3], armor[0][3][Util.Random(armor[0][3].Length - 1)], color4, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[4], armor[0][4][Util.Random(armor[0][4].Length - 1)], color5, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[5], armor[0][5][Util.Random(armor[0][5].Length - 1)], color6, 0);
                        }
                    }
                    else
                    {
                        template.AddNPCEquipment((eInventorySlot)slots[0], armor[0][0][Util.Random(armor[0][0].Length - 1)], Util.Random(86), 0);
                        template.AddNPCEquipment((eInventorySlot)slots[1], armor[0][1][Util.Random(armor[0][1].Length - 1)], Util.Random(86), 0);
                        template.AddNPCEquipment((eInventorySlot)slots[2], armor[0][2][Util.Random(armor[0][2].Length - 1)], Util.Random(86), 0);
                        template.AddNPCEquipment((eInventorySlot)slots[3], armor[0][3][Util.Random(armor[0][3].Length - 1)], Util.Random(86), 0);
                        template.AddNPCEquipment((eInventorySlot)slots[4], armor[0][4][Util.Random(armor[0][4].Length - 1)], Util.Random(86), 0);
                        template.AddNPCEquipment((eInventorySlot)slots[5], armor[0][5][Util.Random(armor[0][5].Length - 1)], Util.Random(86), 0);
                    }
                    if (getcloak)
                    {
                        goto case "cloak";
                    }
                    else
                    {
                        break;
                    }
                }

                case "leather":
                {
                    Clear(npc);
                    template = new GameNpcInventoryTemplate();
                    if (args.Length > 2)
                    {
                        if (args.Length == 3)
                        {
                            template.AddNPCEquipment((eInventorySlot)slots[0], armor[1][0][Util.Random(armor[1][0].Length - 1)], color, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[1], armor[1][1][Util.Random(armor[1][1].Length - 1)], color, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[2], armor[1][2][Util.Random(armor[1][2].Length - 1)], color, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[3], armor[1][3][Util.Random(armor[1][3].Length - 1)], color, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[4], armor[1][4][Util.Random(armor[1][4].Length - 1)], color, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[5], armor[1][5][Util.Random(armor[1][5].Length - 1)], color, 0);
                        }
                        else
                        {
                            template.AddNPCEquipment((eInventorySlot)slots[0], armor[1][0][Util.Random(armor[1][0].Length - 1)], color1, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[1], armor[1][1][Util.Random(armor[1][1].Length - 1)], color2, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[2], armor[1][2][Util.Random(armor[1][2].Length - 1)], color3, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[3], armor[1][3][Util.Random(armor[1][3].Length - 1)], color4, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[4], armor[1][4][Util.Random(armor[1][4].Length - 1)], color5, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[5], armor[1][5][Util.Random(armor[1][5].Length - 1)], color6, 0);
                        }
                    }
                    else
                    {
                        template.AddNPCEquipment((eInventorySlot)slots[0], armor[1][0][Util.Random(armor[1][0].Length - 1)], Util.Random(86), 0);
                        template.AddNPCEquipment((eInventorySlot)slots[1], armor[1][1][Util.Random(armor[1][1].Length - 1)], Util.Random(86), 0);
                        template.AddNPCEquipment((eInventorySlot)slots[2], armor[1][2][Util.Random(armor[1][2].Length - 1)], Util.Random(86), 0);
                        template.AddNPCEquipment((eInventorySlot)slots[3], armor[1][3][Util.Random(armor[1][3].Length - 1)], Util.Random(86), 0);
                        template.AddNPCEquipment((eInventorySlot)slots[4], armor[1][4][Util.Random(armor[1][4].Length - 1)], Util.Random(86), 0);
                        template.AddNPCEquipment((eInventorySlot)slots[5], armor[1][5][Util.Random(armor[1][5].Length - 1)], Util.Random(86), 0);
                    }
                    if (getcloak)
                    {
                        goto case "cloak";
                    }
                    else
                    {
                        break;
                    }
                }

                case "studded":
                {
                    Clear(npc);
                    template = new GameNpcInventoryTemplate();
                    if (args.Length > 2)
                    {
                        if (args.Length == 3)
                        {
                            template.AddNPCEquipment((eInventorySlot)slots[0], armor[2][0][Util.Random(armor[2][0].Length - 1)], color, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[1], armor[2][1][Util.Random(armor[2][1].Length - 1)], color, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[2], armor[2][2][Util.Random(armor[2][2].Length - 1)], color, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[3], armor[2][3][Util.Random(armor[2][3].Length - 1)], color, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[4], armor[2][4][Util.Random(armor[2][4].Length - 1)], color, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[5], armor[2][5][Util.Random(armor[2][5].Length - 1)], color, 0);
                        }
                        else
                        {
                            template.AddNPCEquipment((eInventorySlot)slots[0], armor[2][0][Util.Random(armor[2][0].Length - 1)], color1, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[1], armor[2][1][Util.Random(armor[2][1].Length - 1)], color2, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[2], armor[2][2][Util.Random(armor[2][2].Length - 1)], color3, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[3], armor[2][3][Util.Random(armor[2][3].Length - 1)], color4, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[4], armor[2][4][Util.Random(armor[2][4].Length - 1)], color5, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[5], armor[2][5][Util.Random(armor[2][5].Length - 1)], color6, 0);
                        }
                    }
                    else
                    {
                        template.AddNPCEquipment((eInventorySlot)slots[0], armor[2][0][Util.Random(armor[2][0].Length - 1)], Util.Random(86), 0);
                        template.AddNPCEquipment((eInventorySlot)slots[1], armor[2][1][Util.Random(armor[2][1].Length - 1)], Util.Random(86), 0);
                        template.AddNPCEquipment((eInventorySlot)slots[2], armor[2][2][Util.Random(armor[2][2].Length - 1)], Util.Random(86), 0);
                        template.AddNPCEquipment((eInventorySlot)slots[3], armor[2][3][Util.Random(armor[2][3].Length - 1)], Util.Random(86), 0);
                        template.AddNPCEquipment((eInventorySlot)slots[4], armor[2][4][Util.Random(armor[2][4].Length - 1)], Util.Random(86), 0);
                        template.AddNPCEquipment((eInventorySlot)slots[5], armor[2][5][Util.Random(armor[2][5].Length - 1)], Util.Random(86), 0);
                    }
                    if (getcloak)
                    {
                        goto case "cloak";
                    }
                    else
                    {
                        break;
                    }
                }

                case "chain":
                {
                    Clear(npc);
                    template = new GameNpcInventoryTemplate();
                    if (args.Length > 2)
                    {
                        if (args.Length == 3)
                        {
                            template.AddNPCEquipment((eInventorySlot)slots[0], armor[3][0][Util.Random(armor[3][0].Length - 1)], color, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[1], armor[3][1][Util.Random(armor[3][1].Length - 1)], color, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[2], armor[3][2][Util.Random(armor[3][2].Length - 1)], color, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[3], armor[3][3][Util.Random(armor[3][3].Length - 1)], color, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[4], armor[3][4][Util.Random(armor[3][4].Length - 1)], color, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[5], armor[3][5][Util.Random(armor[3][5].Length - 1)], color, 0);
                        }
                        else
                        {
                            template.AddNPCEquipment((eInventorySlot)slots[0], armor[3][0][Util.Random(armor[3][0].Length - 1)], color1, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[1], armor[3][1][Util.Random(armor[3][1].Length - 1)], color2, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[2], armor[3][2][Util.Random(armor[3][2].Length - 1)], color3, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[3], armor[3][3][Util.Random(armor[3][3].Length - 1)], color4, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[4], armor[3][4][Util.Random(armor[3][4].Length - 1)], color5, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[5], armor[3][5][Util.Random(armor[3][5].Length - 1)], color6, 0);
                        }
                    }
                    else
                    {
                        template.AddNPCEquipment((eInventorySlot)slots[0], armor[3][0][Util.Random(armor[3][0].Length - 1)], Util.Random(86), 0);
                        template.AddNPCEquipment((eInventorySlot)slots[1], armor[3][1][Util.Random(armor[3][1].Length - 1)], Util.Random(86), 0);
                        template.AddNPCEquipment((eInventorySlot)slots[2], armor[3][2][Util.Random(armor[3][2].Length - 1)], Util.Random(86), 0);
                        template.AddNPCEquipment((eInventorySlot)slots[3], armor[3][3][Util.Random(armor[3][3].Length - 1)], Util.Random(86), 0);
                        template.AddNPCEquipment((eInventorySlot)slots[4], armor[3][4][Util.Random(armor[3][4].Length - 1)], Util.Random(86), 0);
                        template.AddNPCEquipment((eInventorySlot)slots[5], armor[3][5][Util.Random(armor[3][5].Length - 1)], Util.Random(86), 0);
                    }
                    if (getcloak)
                    {
                        goto case "cloak";
                    }
                    else
                    {
                        break;
                    }
                }

                case "scale":
                {
                    Clear(npc);
                    template = new GameNpcInventoryTemplate();
                    if (args.Length > 2)
                    {
                        if (args.Length == 3)
                        {
                            template.AddNPCEquipment((eInventorySlot)slots[0], armor[4][0][Util.Random(armor[4][0].Length - 1)], color, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[1], armor[4][1][Util.Random(armor[4][1].Length - 1)], color, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[2], armor[4][2][Util.Random(armor[4][2].Length - 1)], color, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[3], armor[4][3][Util.Random(armor[4][3].Length - 1)], color, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[4], armor[4][4][Util.Random(armor[4][4].Length - 1)], color, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[5], armor[4][5][Util.Random(armor[4][5].Length - 1)], color, 0);
                        }
                        else
                        {
                            template.AddNPCEquipment((eInventorySlot)slots[0], armor[4][0][Util.Random(armor[4][0].Length - 1)], color1, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[1], armor[4][1][Util.Random(armor[4][1].Length - 1)], color2, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[2], armor[4][2][Util.Random(armor[4][2].Length - 1)], color3, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[3], armor[4][3][Util.Random(armor[4][3].Length - 1)], color4, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[4], armor[4][4][Util.Random(armor[4][4].Length - 1)], color5, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[5], armor[4][5][Util.Random(armor[4][5].Length - 1)], color6, 0);
                        }
                    }
                    else
                    {
                        template.AddNPCEquipment((eInventorySlot)slots[0], armor[4][0][Util.Random(armor[4][0].Length - 1)], Util.Random(86), 0);
                        template.AddNPCEquipment((eInventorySlot)slots[1], armor[4][1][Util.Random(armor[4][1].Length - 1)], Util.Random(86), 0);
                        template.AddNPCEquipment((eInventorySlot)slots[2], armor[4][2][Util.Random(armor[4][2].Length - 1)], Util.Random(86), 0);
                        template.AddNPCEquipment((eInventorySlot)slots[3], armor[4][3][Util.Random(armor[4][3].Length - 1)], Util.Random(86), 0);
                        template.AddNPCEquipment((eInventorySlot)slots[4], armor[4][4][Util.Random(armor[4][4].Length - 1)], Util.Random(86), 0);
                        template.AddNPCEquipment((eInventorySlot)slots[5], armor[4][5][Util.Random(armor[4][5].Length - 1)], Util.Random(86), 0);
                    }
                    if (getcloak)
                    {
                        goto case "cloak";
                    }
                    else
                    {
                        break;
                    }
                }

                case "plate":
                {
                    Clear(npc);
                    template = new GameNpcInventoryTemplate();
                    if (args.Length > 2)
                    {
                        if (args.Length == 3)
                        {
                            template.AddNPCEquipment((eInventorySlot)slots[0], armor[5][0][Util.Random(armor[5][0].Length - 1)], color, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[1], armor[5][1][Util.Random(armor[5][1].Length - 1)], color, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[2], armor[5][2][Util.Random(armor[5][2].Length - 1)], color, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[3], armor[5][3][Util.Random(armor[5][3].Length - 1)], color, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[4], armor[5][4][Util.Random(armor[5][4].Length - 1)], color, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[5], armor[5][5][Util.Random(armor[5][5].Length - 1)], color, 0);
                        }
                        else
                        {
                            template.AddNPCEquipment((eInventorySlot)slots[0], armor[5][0][Util.Random(armor[5][0].Length - 1)], color1, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[1], armor[5][1][Util.Random(armor[5][1].Length - 1)], color2, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[2], armor[5][2][Util.Random(armor[5][2].Length - 1)], color3, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[3], armor[5][3][Util.Random(armor[5][3].Length - 1)], color4, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[4], armor[5][4][Util.Random(armor[5][4].Length - 1)], color5, 0);
                            template.AddNPCEquipment((eInventorySlot)slots[5], armor[5][5][Util.Random(armor[5][5].Length - 1)], color6, 0);
                        }
                    }
                    else
                    {
                        template.AddNPCEquipment((eInventorySlot)slots[0], armor[5][0][Util.Random(armor[5][0].Length - 1)], Util.Random(86), 0);
                        template.AddNPCEquipment((eInventorySlot)slots[1], armor[5][1][Util.Random(armor[5][1].Length - 1)], Util.Random(86), 0);
                        template.AddNPCEquipment((eInventorySlot)slots[2], armor[5][2][Util.Random(armor[5][2].Length - 1)], Util.Random(86), 0);
                        template.AddNPCEquipment((eInventorySlot)slots[3], armor[5][3][Util.Random(armor[5][3].Length - 1)], Util.Random(86), 0);
                        template.AddNPCEquipment((eInventorySlot)slots[4], armor[5][4][Util.Random(armor[5][4].Length - 1)], Util.Random(86), 0);
                        template.AddNPCEquipment((eInventorySlot)slots[5], armor[5][5][Util.Random(armor[5][5].Length - 1)], Util.Random(86), 0);
                    }
                    if (getcloak)
                    {
                        goto case "cloak";
                    }
                    else
                    {
                        break;
                    }
                }

                case "cloak":
                {
                    if (args.Length > 2)
                    {
                        template.RemoveNPCEquipment((eInventorySlot)slots[6]);
                        template.AddNPCEquipment((eInventorySlot)slots[6], cloak[Util.Random(cloak.Length - 1)], color, 0);
                    }
                    else
                    {
                        template.RemoveNPCEquipment((eInventorySlot)slots[6]);
                        template.AddNPCEquipment((eInventorySlot)slots[6], cloak[Util.Random(cloak.Length - 1)], Util.Random(86), 0);
                    }
                    break;
                }

                case "equip":
                {
                    if (args.Length > 3)
                    {
                        template.RemoveNPCEquipment((eInventorySlot)slots[sloti]);
                        template.AddNPCEquipment((eInventorySlot)slots[sloti], equip[sloti][Util.Random(equip[sloti].Length - 1)], color, 0);
                    }
                    else
                    {
                        template.RemoveNPCEquipment((eInventorySlot)slots[sloti]);
                        template.AddNPCEquipment((eInventorySlot)slots[sloti], equip[sloti][Util.Random(equip[sloti].Length - 1)], Util.Random(86), 0);
                    }
                    if (sloti == 7 || sloti == 8)
                    {
                        npc.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard);
                    }
                    if (sloti == 9)
                    {
                        npc.SwitchWeapon(GameLiving.eActiveWeaponSlot.TwoHanded);
                    }
                    if (sloti == 10)
                    {
                        npc.SwitchWeapon(GameLiving.eActiveWeaponSlot.Distance);
                    }
                    break;
                }

                case "save":
                {
                    if (args.Length == 3)
                    {
                        Save(client, npc, args[2]);
                        break;
                    }
                    if (args.Length == 2)
                    {
                        Save(npc);
                        break;
                    }
                    DisplaySyntax(client); break;
                }

                default: DisplaySyntax(client); break;
                }
            }
            else
            {
                // Epic
                Clear(npc);
                template = new GameNpcInventoryTemplate();

                ItemTemplate tgeneric0 = (ItemTemplate)GameServer.Database.FindObjectByKey <ItemTemplate> (ClasseEpic + "EpicHelm");
                ItemTemplate tgeneric1 = (ItemTemplate)GameServer.Database.FindObjectByKey <ItemTemplate> (ClasseEpic + "EpicGloves");
                ItemTemplate tgeneric2 = (ItemTemplate)GameServer.Database.FindObjectByKey <ItemTemplate> (ClasseEpic + "EpicArms");
                ItemTemplate tgeneric3 = (ItemTemplate)GameServer.Database.FindObjectByKey <ItemTemplate> (ClasseEpic + "EpicVest");
                ItemTemplate tgeneric4 = (ItemTemplate)GameServer.Database.FindObjectByKey <ItemTemplate> (ClasseEpic + "EpicLegs");
                ItemTemplate tgeneric5 = (ItemTemplate)GameServer.Database.FindObjectByKey <ItemTemplate> (ClasseEpic + "EpicBoots");

                if (args.Length > 3)
                {
                    if (args.Length == 4)
                    {
                        template.AddNPCEquipment((eInventorySlot)slots[0], Convert.ToUInt16(tgeneric0.Model), color, 0);
                        template.AddNPCEquipment((eInventorySlot)slots[1], Convert.ToUInt16(tgeneric1.Model), color, 0);
                        template.AddNPCEquipment((eInventorySlot)slots[2], Convert.ToUInt16(tgeneric2.Model), color, 0);
                        template.AddNPCEquipment((eInventorySlot)slots[3], Convert.ToUInt16(tgeneric3.Model), color, 0);
                        template.AddNPCEquipment((eInventorySlot)slots[4], Convert.ToUInt16(tgeneric4.Model), color, 0);
                        template.AddNPCEquipment((eInventorySlot)slots[5], Convert.ToUInt16(tgeneric5.Model), color, 0);
                    }
                    else
                    {
                        template.AddNPCEquipment((eInventorySlot)slots[0], Convert.ToUInt16(tgeneric0.Model), color1, 0);
                        template.AddNPCEquipment((eInventorySlot)slots[1], Convert.ToUInt16(tgeneric1.Model), color2, 0);
                        template.AddNPCEquipment((eInventorySlot)slots[2], Convert.ToUInt16(tgeneric2.Model), color3, 0);
                        template.AddNPCEquipment((eInventorySlot)slots[3], Convert.ToUInt16(tgeneric3.Model), color4, 0);
                        template.AddNPCEquipment((eInventorySlot)slots[4], Convert.ToUInt16(tgeneric4.Model), color5, 0);
                        template.AddNPCEquipment((eInventorySlot)slots[5], Convert.ToUInt16(tgeneric5.Model), color6, 0);
                    }
                }
                else
                {
                    template.AddNPCEquipment((eInventorySlot)slots[0], Convert.ToUInt16(tgeneric0.Model), Util.Random(86), 0);
                    template.AddNPCEquipment((eInventorySlot)slots[1], Convert.ToUInt16(tgeneric1.Model), Util.Random(86), 0);
                    template.AddNPCEquipment((eInventorySlot)slots[2], Convert.ToUInt16(tgeneric2.Model), Util.Random(86), 0);
                    template.AddNPCEquipment((eInventorySlot)slots[3], Convert.ToUInt16(tgeneric3.Model), Util.Random(86), 0);
                    template.AddNPCEquipment((eInventorySlot)slots[4], Convert.ToUInt16(tgeneric4.Model), Util.Random(86), 0);
                    template.AddNPCEquipment((eInventorySlot)slots[5], Convert.ToUInt16(tgeneric5.Model), Util.Random(86), 0);
                }
                if (args.Length > 3)
                {
                    template.RemoveNPCEquipment((eInventorySlot)slots[6]);
                    template.AddNPCEquipment((eInventorySlot)slots[6], cloak[Util.Random(cloak.Length - 1)], color, 0);
                }
                else
                {
                    template.RemoveNPCEquipment((eInventorySlot)slots[6]);
                    template.AddNPCEquipment((eInventorySlot)slots[6], cloak[Util.Random(cloak.Length - 1)], Util.Random(86), 0);
                }
            }
            npc.Inventory = template;
            npc.BroadcastLivingEquipmentUpdate();
            return;
        }