public override void Run(Game_Server.Player _client, ushort _linkback) { Responses = new List <NpcDialogPacket>(); AddAvatar(); switch (_linkback) { case 0: AddText("Where are you heading for? I can teleport you for a price of 100 silver."); AddOption("Twin City", 1); AddOption("Mystic Castle", 2); AddOption("Market", 3); AddOption("Just passing by.", 255); break; case 1: if (_client.Money >= 100) { _client.Money -= 100; _client.ChangeMap(1000, 971, 666); } else { AddText("Sorry, you do not have 100 silver."); AddOption("I see.", 255); } break; case 2: if (_client.Money >= 100) { _client.Money -= 100; _client.ChangeMap(1000, 85, 323); } else { AddText("Sorry, you do not have 100 silver."); AddOption("I see.", 255); } break; case 3: if (_client.Money >= 100) { _client.Money -= 100; _client.ChangeMap(1036, 211, 196); _client.PrevMap = (ushort)_client.Character.Map; _client.PrevX = (ushort)_client.Character.X; _client.PrevY = (ushort)_client.Character.Y; _client.Save(); } else { AddText("Sorry, you do not have 100 silver."); AddOption("I see.", 255); } break; } AddFinish(); Send(); }
public override void Run(Game_Server.Player _client, ushort _linkback) { Responses = new List<NpcDialogPacket>(); AddAvatar(); switch (_linkback) { case 0: if (_client.HasEffect(Enum.ClientEffect.Black)) { AddText("You must stay and think about what you've done!"); AddOption("I shall..", 255); } else { AddText("You are no danger to anyone. I can help you leave if you'd like."); AddOption("Yes please", 1); AddOption("Not yet", 255); } break; case 1: if (!_client.HasEffect(Enum.ClientEffect.Black)) { _client.ChangeMap(1002, 517, 352); } else { AddText("You must stay and think about what you've done!"); AddOption("I shall..", 255); } break; } AddFinish(); Send(); }
public override void Run(Game_Server.Player _client, ushort _linkback) { Responses = new List <NpcDialogPacket>(); AddAvatar(); switch (_linkback) { case 0: AddText("You cannot leave here unless you have paid for your crimes."); AddOption("Ok! Let me get out from here!", 1); AddOption("Any chance of a discount?", 2); AddOption("I would rather rot in hell!", 255); break; case 1: AddText("Give me 1000 silver, I will teleport you there"); AddOption("Here are 1000 silver", 2); AddOption("If so, I will stay here.", 255); break; case 2: if (_client.Money >= 1000) { _client.ChangeMap(6000, 29, 72); _client.Money -= 1000; } else { AddText("Sorry, you do not have enough."); AddOption("I see.", 255); } break; } AddFinish(); Send(); }
public override void Run(Game_Server.Player _client, ushort _linkback) { Responses = new List <NpcDialogPacket>(); AddAvatar(); switch (_linkback) { case 0: AddText("Do you wish to enter second level of labyrinth?Give me an SoulToken"); AddOption("Yes, send me to the quest map.", 1); AddOption("No Thanks.", 255); break; case 1: if (_client.HasItem(721539, 1)) { _client.ChangeMap(1354, 321, 123); _client.DeleteItem(721539); AddText("There you go, take care! "); AddOption("Okay.", 255); } else { AddText("You don't have an SoulToken!"); AddOption("Nevermind...", 255); } break; } AddFinish(); Send(); }
public override void Run(Game_Server.Player _client, ushort _linkback) { Responses = new List <NpcDialogPacket>(); AddAvatar(); switch (_linkback) { case 0: if (_client.HasItem(721011, 1)) { AddText("Since you have a token to this tatic, I am able to harness its power to send you out. Are you ready? "); AddOption("Yes, send me out", 1); AddOption("Thanks", 255); } else { AddText("I wish I could help you adventurer but I need the token the monsters are holding in order to send you out."); AddOption("I will get one at once", 255); } break; case 1: if (_client.HasItem(721011)) { _client.ChangeMap(1042, 35, 48); } break; } AddFinish(); Send(); }
public override void Run(Game_Server.Player _client, ushort _linkback) { Responses = new List <NpcDialogPacket>(); AddAvatar(); switch (_linkback) { case 0: AddText("What can I do for you?"); AddOption("Visit the jail.", 1); AddOption("Just passing by.", 255); break; case 1: AddText("Give me 1000 silver, I will teleport you there"); AddOption("Here are 1000 silver", 2); AddOption("If so, I will stay here.", 255); break; case 2: if (_client.Money >= 1000) { _client.ChangeMap(6000, 29, 72); _client.Money -= 1000; } else { AddText("Sorry, you do not have enough."); AddOption("I see.", 255); } break; } AddFinish(); Send(); }
public override void Run(Game_Server.Player _client, ushort _linkback) { Responses = new List <NpcDialogPacket>(); AddAvatar(); switch (_linkback) { case 0: AddText("Hello, I am the assistant of the mine union."); AddText("If you want to enter the mine cave, I can send you."); AddOption("Yes Please", 1); AddOption("Just passing by.", 255); break; case 1: if (_client.Level >= 70) { _client.ChangeMap(1027, 138, 104); } else { AddText("Sorry, you must be at least level 70 before you can enter this mine."); AddOption("Sorry", 255); } break; } AddFinish(); Send(); }
public override void Run(Game_Server.Player _client, ushort _linkback) { Responses = new List <NpcDialogPacket>(); AddAvatar(); switch (_linkback) { case 0: AddText("The arena is open. Welcome to challenge other people. The admission fee is only 50 silver. "); AddText("If you PK in the arena, you will not gain or lose any experience or items equipped, and will get revived at the place you die. "); AddText("The Kungfu circle is very dangerous, I suggest you PK in area."); AddOption("Enter the arena.", 1); AddOption("Just passing by.", 255); break; case 1: if (_client.Money >= 50) { _client.ChangeMap(1005, 51, 71); _client.Money -= 50; } else { AddText("Sorry, you do not have enough."); AddOption("I see.", 255); } break; } AddFinish(); Send(); }
public override void Run(Game_Server.Player _client, ushort _linkback) { Responses = new List <NpcDialogPacket>(); AddAvatar(); switch (_linkback) { case 0: AddText("Are you heading for the next teleporter? It is free for our members, and 1,000"); AddText("silver for others."); AddOption("Please teleport me there.", 1); AddOption("Just passing by.", 255); break; case 1: if (_client.Money >= 1000) { _client.ChangeMap(1038, 350, 339); _client.Money -= 1000; } else { AddText("Sorry, you do not have enough."); AddOption("I see.", 255); } break; } AddFinish(); Send(); }
public override void Run(Game_Server.Player _client, ushort _linkback) { Responses = new List <NpcDialogPacket>(); AddAvatar(); switch (_linkback) { case 0: AddText("If you are level 20 or above, you may level up at the training grounds. it does"); AddText("not consume any durability, life and mana. Do you want me to teleport you"); AddText("there? It is free for my guild members, and 1000 silver for others."); AddOption("Please teleport me there.", 1); AddOption("Just passing by.", 255); break; case 1: if (_client.Money >= 1000) { _client.ChangeMap(1039, 217, 215); _client.Money -= 1000; } else { AddText("Sorry, you do not have enough."); AddOption("I see.", 255); } break; } AddFinish(); Send(); }
public override void Run(Game_Server.Player _client, ushort _linkback) { Responses = new List <NpcDialogPacket>(); AddAvatar(); switch (_linkback) { case 0: AddText("Our shop is famous for dyeing. If you want to have your equipment dyed, please wear them before you enter. You"); AddText(" have a wide choice of colors. One meteor will be charged before you try the colors. Do you want a try?"); AddOption("Yes, here is a meteor", 1); //AddOption("Do you have any good wine?", 2); AddOption("Never mind", 255); break; case 1: if (!_client.HasItem(Constants.METEOR_ID)) { AddText("You do not have the Meteor I requested."); AddOption("Sorry", 255); } else { _client.DeleteItem(Constants.METEOR_ID); _client.ChangeMap(1008, 24, 24); AddText("You can change your equipment's color as many times as you like while here."); AddText(" When ready to leave just jump through the portal."); AddOption("Understood", 255); } break; case 2: AddText("I can sell you DrunkCelestial wine for 1,000 silver if you would like."); AddOption("Yes please", 3); AddOption("No thanks", 255); break; case 3: if (_client.Money < 1000) { AddText("You do not have the 1,000 silver required"); AddOption("Sorry", 255); } if (_client.Inventory.Count >= 40) { AddText("Please make room in your inventory for the wine."); AddOption("Sorry", 255); } else { _client.Money -= 1000; _client.CreateItem(722185); AddText("Enjoy the wine, it's the finest in all the land!"); AddOption("I will!", 255); } break; } AddFinish(); Send(); }
public override void Run(Game_Server.Player _client, ushort _linkback) { Responses = new List <NpcDialogPacket>(); AddAvatar(); switch (_linkback) { case 0: if (GuildWar.CurrentWinner == _client.Guild && GuildWar.CurrentWinner != null && (MapManager.PullMapByID(1038).Search <SOB>(6702)).Life > 1) { AddText("Your guild is currently Victorious. I can let you inside if you wish!"); AddOption("Let me in", 1); AddOption("Open/Close the Gate", 2); AddOption("No Thanks.", 255); } else if (GuildWar.CurrentWinner == _client.Guild && GuildWar.CurrentWinner != null && (MapManager.PullMapByID(1038).Search <SOB>(6702)).Life == 1) { AddText("Your guild is currently Victorious. I can repair the gate if you wish."); AddOption("Repair", 3); AddOption("No Thanks.", 255); } break; case 1: if (GuildWar.CurrentWinner == _client.Guild && GuildWar.CurrentWinner != null) { _client.ChangeMap(1038, 209, 177); } break; case 2: if (GuildWar.CurrentWinner == _client.Guild && GuildWar.CurrentWinner != null && _client.GuildRank == Enum.GuildRank.GuildLeader) { GuildWar.ToggleRightGate(); } else { AddText("Sorry, you are not able to perform this action."); AddOption("Thanks", 255); } break; case 3: if (GuildWar.CurrentWinner == _client.Guild && GuildWar.CurrentWinner != null && _client.GuildRank == Enum.GuildRank.GuildLeader) { GuildWar.RepairRightGate(); } else { AddText("Sorry, you are not able to perform this action."); AddOption("Thanks", 255); } break; } AddFinish(); Send(); }
public override void Run(Game_Server.Player _client, ushort _linkback) { Responses = new List <NpcDialogPacket>(); AddAvatar(); switch (_linkback) { case 0: AddText("Where are you heading for? I can teleport you anywhere for 100 silver."); AddOption("Twin City", 1); AddOption("Market", 2); AddOption("Just passing by.", 255); break; case 1: if (_client.Money >= 100) { _client.Money -= 100; _client.ChangeMap(1011, 12, 377); } else { AddText("Sorry, you do not have 100 silver."); AddOption("I see.", 255); } break; case 2: if (_client.Money >= 100) { _client.Money -= 100; _client.ChangeMap(1036, 212, 196); } else { AddText("Sorry, you do not have 100 silver."); AddOption("I see.", 255); } break; } AddFinish(); Send(); }
public override void Run(Game_Server.Player _client, ushort _linkback) { Responses = new List <NpcDialogPacket>(); AddAvatar(); switch (_linkback) { case 0: AddText("You cannot leave here unless you have paid for your crimes."); AddOption("Ok! Let me get out from here!", 2); AddOption("Any chance of a discount?", 5); AddOption("I would rather rot in hell!", 255); break; case 2: if (_client.Character.Pk < 30) { AddText("Give me 1000 silver, I will teleport you there"); AddOption("Here are 1000 silver", 3); AddOption("If so, I will stay here.", 255); break; } else { AddText("I am sorry you cannot leave here unless you have paid for your crimes."); AddOption("I see..", 255); } break; case 3: if (_client.Money < 1000) { AddText("Sorry, you do not have enough silver"); AddOption("I see.", 255); } else if (_client.Character.Pk < 30 && _client.Money >= 1000) { AddText("I hope you have learned your lesson!"); AddOption("What? Where the hell am I...", 255); _client.Money -= 1000; _client.ChangeMap(1020, 513, 356); } break; case 5: AddText("Lets see hmm.. NO!"); AddOption("oh..", 255); break; } AddFinish(); Send(); }
public override void Run(Game_Server.Player _client, ushort _linkback) { Responses = new List <NpcDialogPacket>(); AddAvatar(); switch (_linkback) { case 0: AddText("Do you want to leave the market? I can teleport you for free."); AddOption("Yeah. Thanks", 1); AddOption("No. I shall stay here.", 255); break; case 1: _client.ChangeMap((ushort)_client.Character.Map); if (_client.Character.Map == 1036) { _client.ChangeMap(1002); } break; } AddFinish(); Send(); }
public override void Run(Game_Server.Player _client, ushort _linkback) { Responses = new List <NpcDialogPacket>(); AddAvatar(); switch (_linkback) { case 0: if (_client.HasItem(721072)) { AddText("Can it be? Is that... YES!!! it's a SoulJade. I thought I would never see one of those. Please free me from this prision"); AddText("so I can join my family. I will give you this MoonBox I acquired before I died. Will you help me?"); AddOption("Yes, (use SoulJade)", 1); AddOption("Sorry I cannoy help you yet", 255); } else { AddText("You cannot help us without a SoulJade. Please leave here until you get one."); AddOption("I will get one at once", 255); } break; case 1: if (_client.HasItem(721072)) { //tele player out of map _client.ChangeMap(1002, 417, 516); //remove the SoulJade _client.DeleteItem(721072); //Add MoonBox _client.CreateItem(Constants.MOONBOX_ID); } else { AddText("You cannot help us without a SoulJade. Please leave here until you get one."); AddOption("I will get one at once", 255); } break; } AddFinish(); Send(); }
public override void Run(Game_Server.Player _client, ushort _linkback) { Responses = new List <NpcDialogPacket>(); AddAvatar(); switch (_linkback) { case 0: { AddText("I always have the worst luck..."); AddOption("Sorry to hear that.", 255); AddOption("Let me try my luck..", 2); break; } case 2: { if (_client.CP >= 27) { AddText("Are you sure you want to go to the Lottery Land?"); AddOption("Yes send me please!", 3); AddOption("No this is a mistake", 255); break; } else { break; } } case 3: { if (_client.CP >= 27) { _client.ChangeMap(700, 50, 50); _client.CreateItem(710212, 1); _client.CP -= 27; } break; } } AddFinish(); Send(); }
public override void Run(Game_Server.Player _client, ushort _linkback) { Responses = new List <NpcDialogPacket>(); AddAvatar(); switch (_linkback) { case 0: AddText("Hello, I'm the lottery controller. I can teleport you out of this place if you wish."); AddOption("Yes, please.", 1); AddOption("I want to stay.", 255); break; case 1: _client.ChangeMap(1036, 215, 188); break; } AddFinish(); Send(); }
public override void Run(Game_Server.Player _client, ushort _linkback) { Responses = new List <NpcDialogPacket>(); AddAvatar(); switch (_linkback) { case 0: AddText("Do you want to leave this map? I can teleport you to back to Twin City."); AddOption("Yeah. Thanks", 1); AddOption("No. I shall stay here.", 255); break; case 1: _client.ChangeMap(1002); break; } AddFinish(); Send(); }
public override void Run(Game_Server.Player _client, ushort _linkback) { Responses = new List <NpcDialogPacket>(); AddAvatar(); switch (_linkback) { case 0: AddText("This is the way to the Desert City. Although you are excellent, it is dangerous to go ahead."); AddOption("I want to go.", 1); AddOption("I think I will stay here", 255); break; case 1: _client.ChangeMap(1000, 971, 666); break; } AddFinish(); Send(); }
public override void Run(Game_Server.Player _client, ushort _linkback) { Responses = new List <NpcDialogPacket>(); AddAvatar(); switch (_linkback) { case 0: AddText("What can I do for you?"); AddOption("Enter the guild area.", 1); AddOption("Just passing by.", 255); break; case 1: _client.ChangeMap(1038, 350, 339); break; } AddFinish(); Send(); }
public override void Run(Game_Server.Player _client, ushort _linkback) { Responses = new List <NpcDialogPacket>(); AddAvatar(); switch (_linkback) { case 0: AddText("Are you going to leave here?"); AddOption("Yes.", 1); AddOption("No. Wait a moment", 255); break; case 1: _client.ChangeMap(1002); break; } AddFinish(); Send(); }
public override void Run(Game_Server.Player _client, ushort _linkback) { Responses = new List <NpcDialogPacket>(); AddAvatar(); switch (_linkback) { case 0: AddText("Although nothing will be consumed here, you cannot level up as fast as"); AddText(" killing the monsters. Shall I teleport you out?"); AddOption("Yeah, please.", 1); AddOption("No, thanks.", 255); break; case 1: _client.ChangeMap((ushort)_client.Character.Map); break; } AddFinish(); Send(); }
public override void Run(Game_Server.Player _client, ushort _linkback) { Responses = new List <NpcDialogPacket>(); AddAvatar(); switch (_linkback) { case 0: AddText("Hello, I am the assistant of the mine union."); AddText("If you want to enter the mine cave, I can send you."); AddOption("Yes Please", 1); AddOption("Just passing by.", 255); break; case 1: _client.ChangeMap(1028, 155, 94); break; } AddFinish(); Send(); }
public override void Run(Game_Server.Player _client, ushort _linkback) { Responses = new List <NpcDialogPacket>(); AddAvatar(); switch (_linkback) { case 0: if (_client.Character.Spouse == "None") { AddText("Hello Traveller. Sometimes Life can be hard and you need to relax and forget about everything. "); AddOption("Nothing Works", 3); AddOption("Good Bye!", 255); } break; case 1: AddText("The Lover's Land. It is said that this is the land where lovers bind their Love for eternity! On your mark.."); AddOption("Send me!", 2); AddOption("Not now..", 255); break; case 2: _client.ChangeMap(1100, 90, 52); AddText("Safe Travels"); AddOption("Thanks!", 255); break; case 3: if (_client.Character.Spouse == "None") { AddText("Dont worry traveller, everything will work just fine. Go see what the stars have to say.."); AddOption("Send me!", 2); AddOption("No i have better thins to do!", 255); } break; } AddFinish(); Send(); }
public override void Run(Game_Server.Player _client, ushort _linkback) { Responses = new List <NpcDialogPacket>(); AddAvatar(); switch (_linkback) { /*case 0: * AddText("The lottery system is currently under development. Please be patient!"); * AddOption("Okay, I'll wait.", 255); * break;*/ case 0: AddText("Hello! Have you heard about the lottery? We have amazing"); AddText(" rewards waiting for you! All you need is 1 lottery ticket."); AddText(" Each lottery ticket only costs 215 CPs."); AddOption("Let me try my luck!", 2); AddOption("Buy 1 Lottery Ticket (215 CPs)", 1); AddOption("Buy 10 Lottery Tickets (2150 CPs)", 10); AddOption("No thanks.", 255); break; case 2: _client.ChangeMap(700, 40, 49); break; case 1: case 10: if (_client.CP >= _linkback * 215) { _client.CP -= (uint)(_linkback * 215); for (int i = 0; i < _linkback; i++) { _client.CreateItem(710212); } } break; } AddFinish(); Send(); }
public override void Run(Game_Server.Player _client, ushort _linkback) { Responses = new List <NpcDialogPacket>(); AddAvatar(); switch (_linkback) { case 0: if ((DateTime.Now.Minute == 0 || DateTime.Now.Minute == 30) && GuildWar.Running == true) { AddText("It is time for Pardon! I can let you out if ou wish"); AddText(""); AddOption("Let me out!", 1); AddOption("No Thanks.", 255); } else if (GuildWar.Running == false) { AddText("It is time for Pardon! I can let you out if ou wish"); AddText(""); AddOption("Let me out!", 1); AddOption("No Thanks.", 255); } else { AddText("It is not time for Pardon! There is a pardon every 30 minutes while Guild War is running."); AddText(""); AddOption("I will wait", 255); } break; case 1: _client.ChangeMap(1002, 430, 380); break; } AddFinish(); Send(); }
public override void Run(Game_Server.Player _client, ushort _linkback) { Responses = new List <NpcDialogPacket>(); AddAvatar(); switch (_linkback) { case 0: { AddText("Do you want to leave this map? I can teleport you for free."); AddOption("Yeah. Thanks.", 1); AddOption("No , I shall stay here.", 255); break; } case 1: { _client.ChangeMap(1002, 429, 378); break; } } AddFinish(); Send(); }
public override void Run(Game_Server.Player _client, ushort _linkback) { Responses = new List <NpcDialogPacket>(); AddAvatar(); switch (_linkback) { case 0: { AddText("If you aren't an evildoer, you can leave here."); AddOption("Let me out of here!", 1); AddOption("I see.", 255); break; } case 1: if (_client.PK >= 100) { AddText("No, you will stay here until you have regretted your sins or you can do some work and mine some gold ores."); AddText("Mine 5 Gold Ores with a rate of 4 or higher and I will let you leave."); AddOption("Lend me a hoe please.", 3); AddOption("I have the ores.", 4); AddOption("I see.", 255); break; } else { _client.ChangeMap(1002, 512, 355); break; } case 3: { if (_client.HasItem(562001, 1)) // Check if the client has a Hoe in his/her inventory. { AddText("You already have a Hoe. I cannot give you another one."); AddOption("I see.", 255); break; } else { if (!_client.HasItem(562001, 1)) // Second check. If a player does not have a Hoe, give them one. :) { _client.CreateItem(562001); } break; } } case 4: var GoldOres = // "GoldOres" Cursor. from Item // "Item" Secondary cursor refers to _client.Inventory.Values in _client.Inventory.Values // That's where you need the Secondary cursor to point. where Item.StaticID / 10 == 107205 // Secondary cursor.StaticID for the item you have to put in the item ID without the quality 10 == refers to the quality. where Item.StaticID % 10 >= 3 // "% 10 >= 3" refers to the quality. select Item; // Every Query Link should end up with the "select" then secondary cursor. if (GoldOres.Count() >= 5) { for (var i = 0; i < 5; i++) // Start our loop for removing the Ores { _client.DeleteItem(GoldOres.ElementAt(i)); // Now actually remove the ores. } _client.ChangeMap(1002, 512, 355); break; } else { AddText("Don't try to fool me! You do not have 5 Gold Ores of rate 4 or higher!"); AddOption("Sorry! I'll get back to work.", 255); break; } } AddFinish(); Send(); }
public override void Run(Game_Server.Player _client, ushort _linkback) { Responses = new List <NpcDialogPacket>(); AddAvatar(); switch (_linkback) { case 0: AddText("Where are you heading for? I can teleport you into an dark place full of caves and strong monsters for VirtuePoints ."); AddText("Make sure to gather all diamonds dropped by monsters as I will reward you nicely for them !"); AddOption("Send me! (2000 VPs)", 1); AddOption("Send me! (50 CPs)", 10); AddOption("I have some diamonds", 5); AddOption("Just passing by.", 255); break; case 1: //lab1 if (_client.VirtuePoints >= 2000) { _client.VirtuePoints -= 2000; _client.ChangeMap(1351, 14, 126); } else { AddText("Sorry, you do not have enough VirtuePoints to enter, "); AddText("but I can send you for 50 Conquer Points instead."); AddOption("I see.", 255); } break; case 5: AddText("What diamonds you wish to exchange?"); AddOption("15 SunDiamonds", 6); AddOption("12 MoonDiamonds", 7); AddOption("12 StarDiamonds", 8); AddOption("10 CloudDiamonds", 9); AddOption("Just passing by.", 255); break; case 6: if (_client.HasItem(721533, 15)) { for (var i = 0; i < 15; i++) { _client.DeleteItem(721533); } _client.CreateItem(720027); } else { AddText("Sorry, you do not have enough diamonds!"); AddOption("I see.", 255); } break; case 7: if (_client.HasItem(721534, 12)) { for (var i = 0; i < 12; i++) { _client.DeleteItem(721534); } _client.CreateItem(720027); _client.Money += 250000; } else { AddText("Sorry, you do not have enough diamonds!"); AddOption("I see.", 255); } break; case 8: if (_client.HasItem(721535, 12)) { for (var i = 0; i < 12; i++) { _client.DeleteItem(721535); } _client.CreateItem(720027); _client.Money += 500000; } else { AddText("Sorry, you do not have enough diamonds!"); AddOption("I see.", 255); } break; case 9: if (_client.HasItem(721536, 10)) { for (var i = 0; i < 10; i++) { _client.DeleteItem(721536); } _client.CreateItem(721541); _client.Money += 1000000; } else { AddText("Sorry, you do not have enough diamonds!"); AddOption("I see.", 255); } break; case 10: if (_client.CP >= 50) { _client.CP -= 50; _client.ChangeMap(1351, 14, 126); } else { AddText("Sorry, you do not have enough Conquer Points to enter."); AddOption("I see.", 255); } break; } AddFinish(); Send(); }