#region Out case 100252: case 100253: case 100254: case 100255: case 100256: case 100257: case 100258: case 100259: case 100260: case 100261: case 100262: case 100263: case 100264: case 100265: case 100266: case 100267: case 100268: case 100269: case 100270: case 100271: { switch (npcRequest.OptionID) { case 0: { dialog.Text("Your Want Out From here ?"); dialog.Option("Yes", 1); dialog.Option("No", 255); dialog.Send(); break; } case 1: { int alive = 0; uint map = client.Entity.MapID; foreach (Client.GameState players in Program.Values) if (players.Entity.MapID == map) alive++; if (alive == 1) { if (map >= 2681 && map <= 2685) { client.Entity.ConquerPoints += 5000; } else if (map >= 2686 && map <= 2690) { client.Entity.ConquerPoints += 10000; } else if (map >= 2691 && map <= 2695) { client.Entity.ConquerPoints += 20000; } else if (map >= 2696 && map <= 2700) { client.Entity.ConquerPoints += 30000; } client.Entity.Teleport(1002, 250, 250); } else { dialog.Text("Sorry Kill Player In This Map To Out "); dialog.Send(); } break; } } break; } #endregion
if (map >= 2681 && map <= 2685)
&& map <= 2685
client.Entity.ConquerPoints += 5000;