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- function Get_Job_Equip {
- // Note: The item is dropping, when the player can't hold it.
- // But that's better than not giving the item at all.
- .@eac = eaclass();
- if( .@eac&EAJL_THIRD ) {
- // Third Class Items
- getitem 2795,1; // Green Apple Ring for every 3rd Class
- switch(BaseJob) {
- // BaseJob of Third Cls
- // For Normal Third, Baby Third and Transcended Third Cls
- case Job_Knight:
- getitem 5746,1; break; // Rune Circlet [1]
- case Job_Wizard:
- getitem 5753,1; break; // Magic Stone Hat [1]
- case Job_Hunter:
- getitem 5748,1; break; // Sniper Goggle [1]
- case Job_Priest:
- getitem 5747,1; break; // Mitra [1]
- case Job_Blacksmith:
- getitem 5749,1; break; // Driver Band [1]
- case Job_Assassin:
- getitem 5755,1; break; // Silent Executor [1]
- case Job_Crusader:
- getitem 5757,1; break; // Dip Schmidt Helm [1]
- case Job_Sage:
- getitem 5756,1; break; // Wind Whisper [1]
- case Job_Bard:
- getitem 5751,1; break; // Maestro Song's Hat [1]
- case Job_Dancer:
- getitem 5758,1; break; // Dying Swan [1]
- case Job_Monk:
- getitem 5754,1; break; // Blazing Soul [1]
- case Job_Alchemist:
- getitem 5752,1; break; // Midas Whisper[1]
- case Job_Rogue:
- getitem 5750,1; // Shadow Handicraft [1]
- getitem 6121,1; // Makeover Brush
- getitem 6122,1; break; // Paint Brush
- }
- } else if (.@eac&EAJL_2) {
- // Second Class (And not Third Class)
- switch(BaseJob) {
- // Second Class
- case Job_Knight:
- getitem 1163,1; break; // Claymore [0]
- case Job_Priest:
- getitem 1522,1; break; // Stunner [0]
- case Job_Wizard:
- getitem 1617,1; break; // Survivor's Rod [0]
- case Job_Blacksmith:
- getitem 1360,1; break; // Two-Handed-Axe [1]
- case Job_Hunter:
- getitem 1718,1; break; // Hunter Bow [0]
- case Job_Assassin:
- getitem 1254,1; break; // Jamadhar [0]
- case Job_Crusader:
- getitem 1410,1; break; // Lance [0]
- case Job_Monk:
- getitem 1807,1; break; // Fist [0]
- case Job_Sage:
- getitem 1550,1; break; // Book [3]
- case Job_Rogue:
- getitem 1222,1; break; // Damascus [1]
- case Job_Alchemist:
- getitem 1126,1; break; // Saber [2]
- case Job_Bard:
- getitem 1907,1; break; // Guitar [0]
- case Job_Dancer:
- getitem 1960,1; break; // Whip [1]
- case Job_Super_Novice:
- getitem 1208,1; break; // Main Gauche [4]
- case Job_Gunslinger:
- getitem 13101,1; break; // Six Shooter [2]
- case Job_Ninja:
- getitem 13010,1; break; // Asura [2]
- case Job_Star_Gladiator:
- getitem 1550,1; break; // Book [3]
- case Job_Soul_Linker:
- getitem 1617,1; break; // Survivor's Rod [0]
- }
- } else {
- // Neither Second or Third Cls
- // => First Cls or not covered by the switch
- switch(BaseClass) {
- // First Class
- case Job_Swordman:
- getitem 1108,1; break; // Blade [4]
- case Job_Mage:
- getitem 1602,1; break; // Rod [4]
- case Job_Archer:
- getitem 1705,1; break; // Composite Bow [4]
- case Job_Acolyte:
- getitem 1505,1; break; // Mace [4]
- case Job_Merchant:
- getitem 1302,1; break; // Axe [4]
- case Job_Thief:
- getitem 1208,1; break; // Main Gauche [4]
- }
- }
- return;
- }
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