31, 60 and Apprentice weapons
#1

Hey guys, how i can activate the automatic given Apprentice weapons in level 21, and the 31 and 60 boxes with armors and weapon too?

#2

PC.cpp

list of apprentice weapons

int student20LEVELGiftTable[JOBCOUNT][2] =
{
{ 6105, 460},
{ 6106, 427},
{ 6107, 462},
{ 6108, 461},
{ 6109, 951},
{ 6110, 1069},
#ifdef EX_ROGUE
{ 0, 0},
{ 6109, 951},
#endif // EX_ROGUE
#ifdef EX_MAGE
{ 6108, 461},
#endif // EX_MAGE
};

apprentice items/buffs given at certain levels (m_level)

if ( MSG_TEACH_STUDENT_TYPE == m_teachType )
{
CPC* tch = PCManager::instance()->getPlayerByCharIndex(m_teachIdx[0]);

// ¿ì¼± ¹öÇÁºÎÅÍ ÁຸÀå. ¹«±â ±×¸®°í ¸¶Áö¸· ȣΰú ¸í¼ºÄ¡.
int skillLevel = -1;
int Fame = 0;
switch( m_level )
{
case 10:
skillLevel = 1;
break; // exp + 50% ¹öÇÁ (24½Ã°£)
case 20:
{
// + 15¹«±â Áö±Þ
int i=0;
for(i=0; i<2; i++)
{
if( false == GiveItem(student20LEVELGiftTable[m_job][i], 15, 0, 1, true, false))
{
GAMELOG << init("STUDENT_LEVELUP_ITEM_GIVE_FAIL", this)
<< student20LEVELGiftTable[m_job][i] << end;
}
}
}
skillLevel = 2; // sp + 50% ¹öÇÁ (24½Ã°£)
break;
case 30:
skillLevel = 3;
break; // exp + 100% ¹öÇÁ (24½Ã°£)
case 35:
Fame = 2;
break; // ÈİßÀÎ ¸í¼ºÄ¡ 2
case 40:
skillLevel = 4; // sp + 100% ¹öÇÁ (24½Ã°£)
Fame = 3;
break; // ÈİßÀÎ ¸í¼ºÄ¡ 3
case 45:
skillLevel = 5; // exp,sp + 100% ¹öÇÁ (24½Ã°£)
Fame = 5;
break; // ÈİßÀÎ ¸í¼ºÄ¡ 5
case 50:
{
// °ß½À»ý Ŭ·¡½ºº° ¾ÆÀÌÅÛ Áö±Þ ( ±âÁ¸ 5953 Æ÷ÇÔ )
#ifdef EX_ROGUE
#ifdef EX_MAGE
const int nGiveItem[JOBCOUNT] = { 6878, 6879, 6880, 6881, 6882, 6883, NAS_ITEM_DB_INDEX, 6882, 6881 };
#else
const int nGiveItem[JOBCOUNT] = { 6878, 6879, 6880, 6881, 6882, 6883, NAS_ITEM_DB_INDEX, 6882 };
#endif
#else
const int nGiveItem[JOBCOUNT] = { 6878, 6879, 6880, 6881, 6882, 6883, NAS_ITEM_DB_INDEX };
#endif // EX_ROGUE
if( false == GiveItem(nGiveItem[(int)this->m_job], 0, 0, 1, true, false))

 

#3

Items given at certain level (without further requirement such as guardian system)

PC.cpp

if (m_level == 31 || m_level == 60)
{
int* pItemIndex = NULL;
int nItemIndex = 0;
int nItemCount = 7;
int nItemPlus = 0;

static int nTitanItem[2][7] =
{
{321, 313, 315, 317, 319, 608, 310}, // 31 ·¹º§ ´Þ¼º
{1349, 1350, 1351, 1352, 1353, 1333, 1334} // 60 ·¹º§ ´Þ¼º
};

static int nNightItem[2][8] =
{
{336, 328, 330, 332, 334, 617, 325, 393},
{1343, 1344, 1345, 1346, 1347, 1348, 1332, 1331}
};

static int nHealerItem[2][7] =
{
{355, 347, 349, 351, 353, 626, 344},
{1354, 1355, 1356, 1357, 1358, 1336, 1335}
};

static int nMageItem[2][7] =
{
{390, 370, 375, 380, 385, 635, 364},
{1359, 1360, 1361, 1362, 1363, 1337, 1338}
};

static int nRogueItem[2][7] =
{
{569, 571, 573, 575, 577, 538, 643},
{1364, 1365, 1366, 1367, 1368, 1339, 1340}
};

static int nSorcererItem[2][7] =
{
{1046, 1006, 1016, 1026, 1036, 996, 984},
{1374, 1375, 1376, 1377, 1378, 1341, 1342}
};

if (m_level == 31)
{
nItemPlus = 10;
nItemIndex = 0;
}
else if (m_level == 60)
{
nItemPlus = 10;
nItemIndex = 1;
}

 



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