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existence_dev92

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Oct 4th, 2018
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  1. function Get_Job_Equip {
  2. // Note: The item is dropping, when the player can't hold it.
  3. // But that's better than not giving the item at all.
  4. .@eac = eaclass();
  5. if( .@eac&EAJL_THIRD ) {
  6. // Third Class Items
  7. getitem 2795,1; // Green Apple Ring for every 3rd Class
  8. switch(BaseJob) {
  9. // BaseJob of Third Cls
  10. // For Normal Third, Baby Third and Transcended Third Cls
  11. case Job_Knight:
  12. getitem 5746,1; break; // Rune Circlet [1]
  13. case Job_Wizard:
  14. getitem 5753,1; break; // Magic Stone Hat [1]
  15. case Job_Hunter:
  16. getitem 5748,1; break; // Sniper Goggle [1]
  17. case Job_Priest:
  18. getitem 5747,1; break; // Mitra [1]
  19. case Job_Blacksmith:
  20. getitem 5749,1; break; // Driver Band [1]
  21. case Job_Assassin:
  22. getitem 5755,1; break; // Silent Executor [1]
  23. case Job_Crusader:
  24. getitem 5757,1; break; // Dip Schmidt Helm [1]
  25. case Job_Sage:
  26. getitem 5756,1; break; // Wind Whisper [1]
  27. case Job_Bard:
  28. getitem 5751,1; break; // Maestro Song's Hat [1]
  29. case Job_Dancer:
  30. getitem 5758,1; break; // Dying Swan [1]
  31. case Job_Monk:
  32. getitem 5754,1; break; // Blazing Soul [1]
  33. case Job_Alchemist:
  34. getitem 5752,1; break; // Midas Whisper[1]
  35. case Job_Rogue:
  36. getitem 5750,1; // Shadow Handicraft [1]
  37. getitem 6121,1; // Makeover Brush
  38. getitem 6122,1; break; // Paint Brush
  39. }
  40. } else if (.@eac&EAJL_2) {
  41. // Second Class (And not Third Class)
  42. switch(BaseJob) {
  43. // Second Class
  44. case Job_Knight:
  45. getitem 1163,1; break; // Claymore [0]
  46. case Job_Priest:
  47. getitem 1522,1; break; // Stunner [0]
  48. case Job_Wizard:
  49. getitem 1617,1; break; // Survivor's Rod [0]
  50. case Job_Blacksmith:
  51. getitem 1360,1; break; // Two-Handed-Axe [1]
  52. case Job_Hunter:
  53. getitem 1718,1; break; // Hunter Bow [0]
  54. case Job_Assassin:
  55. getitem 1254,1; break; // Jamadhar [0]
  56. case Job_Crusader:
  57. getitem 1410,1; break; // Lance [0]
  58. case Job_Monk:
  59. getitem 1807,1; break; // Fist [0]
  60. case Job_Sage:
  61. getitem 1550,1; break; // Book [3]
  62. case Job_Rogue:
  63. getitem 1222,1; break; // Damascus [1]
  64. case Job_Alchemist:
  65. getitem 1126,1; break; // Saber [2]
  66. case Job_Bard:
  67. getitem 1907,1; break; // Guitar [0]
  68. case Job_Dancer:
  69. getitem 1960,1; break; // Whip [1]
  70. case Job_Super_Novice:
  71. getitem 1208,1; break; // Main Gauche [4]
  72. case Job_Gunslinger:
  73. getitem 13101,1; break; // Six Shooter [2]
  74. case Job_Ninja:
  75. getitem 13010,1; break; // Asura [2]
  76. case Job_Star_Gladiator:
  77. getitem 1550,1; break; // Book [3]
  78. case Job_Soul_Linker:
  79. getitem 1617,1; break; // Survivor's Rod [0]
  80. }
  81. } else {
  82. // Neither Second or Third Cls
  83. // => First Cls or not covered by the switch
  84. switch(BaseClass) {
  85. // First Class
  86. case Job_Swordman:
  87. getitem 1108,1; break; // Blade [4]
  88. case Job_Mage:
  89. getitem 1602,1; break; // Rod [4]
  90. case Job_Archer:
  91. getitem 1705,1; break; // Composite Bow [4]
  92. case Job_Acolyte:
  93. getitem 1505,1; break; // Mace [4]
  94. case Job_Merchant:
  95. getitem 1302,1; break; // Axe [4]
  96. case Job_Thief:
  97. getitem 1208,1; break; // Main Gauche [4]
  98. }
  99. }
  100. return;
  101. }
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