31, 60 and Apprentice weapons
#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))

 



Messages In This Thread
[No subject] - by cristiangramosa - 06-11-2021, 12:35 AM
[No subject] - by Desarija - 06-13-2021, 11:38 AM
[No subject] - by Desarija - 06-13-2021, 11:41 AM

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