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- DWORD WINAPI Variados(int i)
- {
- char msg[255];
- int num[4];
- srand(time(NULL));
- while (1)
- {
- time_t rawnow = time(NULL);
- struct tm *now = localtime(&rawnow);
- for (int32_t i = 1; i < MAX_USER; i++)
- {
- auto mob = GetMobFromIndex(i);
- auto user = Functions::getInstance().GetUserFromIndex(i);
- CMobTwo *player = (CMobTwo*)GetMobFromIndex(i);
- auto* user2 = Functions::getInstance().GetUserFromIndex(i);
- /*ITEM POR LEVEL*/
- if (mob->Mob.Equip[84].EF2 <= 7)
- {
- switch (mob->Mob.Equip[84].EFV2)
- {
- case 1:
- switch (mob->Mob.Equip[84].EF2)
- {
- case 0:
- if (mob->Mob.bStatus.Level >= 49)
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 1146;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- auto slot1 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot1].Index = 1158;
- SendItem(i, (int32_t)SlotType::Inventory, slot1, &mob->Mob.Inventory[slot1]);
- auto slot2 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot2].Index = 1110;
- SendItem(i, (int32_t)SlotType::Inventory, slot2, &mob->Mob.Inventory[slot2]);
- auto slot3 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot3].Index = 1134;
- SendItem(i, (int32_t)SlotType::Inventory, slot3, &mob->Mob.Inventory[slot3]);
- auto slot4 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot4].Index = 1122;
- SendItem(i, (int32_t)SlotType::Inventory, slot4, &mob->Mob.Inventory[slot4]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 1;
- break;
- }
- case 1:
- if (mob->Mob.bStatus.Level >= 99)
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 1879;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- auto slot1 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot1].Index = 1880;
- SendItem(i, (int32_t)SlotType::Inventory, slot1, &mob->Mob.Inventory[slot1]);
- auto slot2 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot2].Index = 1876;
- SendItem(i, (int32_t)SlotType::Inventory, slot2, &mob->Mob.Inventory[slot2]);
- auto slot3 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot3].Index = 1878;
- SendItem(i, (int32_t)SlotType::Inventory, slot3, &mob->Mob.Inventory[slot3]);
- auto slot4 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot4].Index = 1877;
- SendItem(i, (int32_t)SlotType::Inventory, slot4, &mob->Mob.Inventory[slot4]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 2;
- break;
- }
- case 2:
- if (mob->Mob.bStatus.Level >= 119)
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 2029;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- auto slot1 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot1].Index = 2030;
- SendItem(i, (int32_t)SlotType::Inventory, slot1, &mob->Mob.Inventory[slot1]);
- auto slot2 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot2].Index = 2026;
- SendItem(i, (int32_t)SlotType::Inventory, slot2, &mob->Mob.Inventory[slot2]);
- auto slot3 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot3].Index = 2028;
- SendItem(i, (int32_t)SlotType::Inventory, slot3, &mob->Mob.Inventory[slot3]);
- auto slot4 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot4].Index = 2027;
- SendItem(i, (int32_t)SlotType::Inventory, slot4, &mob->Mob.Inventory[slot4]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 3;
- break;
- }
- case 3:
- if (mob->Mob.bStatus.Level >= 149)
- {
- if (mob->Mob.bStatus.STR >= mob->Mob.bStatus.DEX + mob->Mob.bStatus.INT && mob->Mob.Equip[84].EF2 == 3) //full str
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 911;
- mob->Mob.Inventory[slot].EF1 = 43;
- mob->Mob.Inventory[slot].EFV1 = 3;
- mob->Mob.Inventory[slot].EF2 = 2;
- mob->Mob.Inventory[slot].EFV2 = 45;
- mob->Mob.Inventory[slot].EF3 = 0;
- mob->Mob.Inventory[slot].EFV3 = 0;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- auto slot1 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot1].Index = 2367;
- mob->Mob.Inventory[slot1].EF1 = 100;
- mob->Mob.Inventory[slot1].EFV1 = 100;
- mob->Mob.Inventory[slot1].EF2 = 0;
- mob->Mob.Inventory[slot1].EFV2 = 5;
- mob->Mob.Inventory[slot1].EF3 = 100;
- mob->Mob.Inventory[slot1].EFV3 = 100;
- SendItem(i, (int32_t)SlotType::Inventory, slot1, &mob->Mob.Inventory[slot1]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 4;
- }
- if (mob->Mob.bStatus.INT >= mob->Mob.bStatus.DEX + mob->Mob.bStatus.STR && mob->Mob.Equip[84].EF2 == 3) //Mágico
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 2137;
- mob->Mob.Inventory[slot].EF1 = 43;
- mob->Mob.Inventory[slot].EFV1 = 3;
- mob->Mob.Inventory[slot].EF2 = 60;
- mob->Mob.Inventory[slot].EFV2 = 20;
- mob->Mob.Inventory[slot].EF3 = 0;
- mob->Mob.Inventory[slot].EFV3 = 0;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- auto slot1 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot1].Index = 2367;
- mob->Mob.Inventory[slot1].EF1 = 100;
- mob->Mob.Inventory[slot1].EFV1 = 100;
- mob->Mob.Inventory[slot1].EF2 = 0;
- mob->Mob.Inventory[slot1].EFV2 = 5;
- mob->Mob.Inventory[slot1].EF3 = 100;
- mob->Mob.Inventory[slot1].EFV3 = 100;
- SendItem(i, (int32_t)SlotType::Inventory, slot1, &mob->Mob.Inventory[slot1]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 4;
- }
- else //Dano
- {
- if (mob->Mob.Equip[84].EF2 == 3)
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 2142;
- mob->Mob.Inventory[slot].EF1 = 43;
- mob->Mob.Inventory[slot].EFV1 = 3;
- mob->Mob.Inventory[slot].EF2 = 2;
- mob->Mob.Inventory[slot].EFV2 = 45;
- mob->Mob.Inventory[slot].EF3 = 0;
- mob->Mob.Inventory[slot].EFV3 = 0;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- auto slot1 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot1].Index = 2367;
- mob->Mob.Inventory[slot1].EF1 = 100;
- mob->Mob.Inventory[slot1].EFV1 = 100;
- mob->Mob.Inventory[slot1].EF2 = 0;
- mob->Mob.Inventory[slot1].EFV2 = 5;
- mob->Mob.Inventory[slot1].EF3 = 100;
- mob->Mob.Inventory[slot1].EFV3 = 100;
- SendItem(i, (int32_t)SlotType::Inventory, slot1, &mob->Mob.Inventory[slot1]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 4;
- }
- }
- mob->Mob.Equip[84].EF2 = 4;
- break;
- }
- case 4:
- if (mob->Mob.bStatus.Level >= 169)
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 1216;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- auto slot1 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot1].Index = 1219;
- SendItem(i, (int32_t)SlotType::Inventory, slot1, &mob->Mob.Inventory[slot1]);
- auto slot2 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot2].Index = 1207;
- SendItem(i, (int32_t)SlotType::Inventory, slot2, &mob->Mob.Inventory[slot2]);
- auto slot3 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot3].Index = 1213;
- SendItem(i, (int32_t)SlotType::Inventory, slot3, &mob->Mob.Inventory[slot3]);
- auto slot4 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot4].Index = 1210;
- SendItem(i, (int32_t)SlotType::Inventory, slot4, &mob->Mob.Inventory[slot4]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 5;
- break;
- }
- case 5:
- if (mob->Mob.bStatus.Level >= 255)
- {
- if (mob->Mob.bStatus.STR >= mob->Mob.bStatus.DEX + mob->Mob.bStatus.INT && mob->Mob.Equip[84].EF2 == 5) //full str
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 3591;
- mob->Mob.Inventory[slot].EF1 = 43;
- mob->Mob.Inventory[slot].EFV1 = 3;
- mob->Mob.Inventory[slot].EF2 = 2;
- mob->Mob.Inventory[slot].EFV2 = 45;
- mob->Mob.Inventory[slot].EF3 = 0;
- mob->Mob.Inventory[slot].EFV3 = 0;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 6;
- }
- if (mob->Mob.bStatus.INT >= mob->Mob.bStatus.DEX + mob->Mob.bStatus.STR && mob->Mob.Equip[84].EF2 == 5) //Mágico
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 3566;
- mob->Mob.Inventory[slot].EF1 = 43;
- mob->Mob.Inventory[slot].EFV1 = 3;
- mob->Mob.Inventory[slot].EF2 = 60;
- mob->Mob.Inventory[slot].EFV2 = 20;
- mob->Mob.Inventory[slot].EF3 = 0;
- mob->Mob.Inventory[slot].EFV3 = 0;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 6;
- }
- else //Dano
- {
- if (mob->Mob.Equip[84].EF2 == 5)
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 3576;
- mob->Mob.Inventory[slot].EF1 = 43;
- mob->Mob.Inventory[slot].EFV1 = 3;
- mob->Mob.Inventory[slot].EF2 = 2;
- mob->Mob.Inventory[slot].EFV2 = 45;
- mob->Mob.Inventory[slot].EF3 = 0;
- mob->Mob.Inventory[slot].EFV3 = 0;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 6;
- }
- }
- mob->Mob.Equip[84].EF2 = 6;
- break;
- }
- case 6:
- if (mob->Mob.bStatus.Level >= 350)
- {
- auto shire3d = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[shire3d].Index = 3980;
- SendItem(i, (int32_t)SlotType::Inventory, shire3d, &mob->Mob.Inventory[shire3d]);
- auto bauexp = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[bauexp].Index = 4144;
- SendItem(i, (int32_t)SlotType::Inventory, bauexp, &mob->Mob.Inventory[bauexp]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 7;
- break;
- }
- case 7:
- if (mob->Mob.bStatus.Level >= 399)
- {
- auto shire3d = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[shire3d].Index = 3980;
- SendItem(i, (int32_t)SlotType::Inventory, shire3d, &mob->Mob.Inventory[shire3d]);
- auto bauexp = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[bauexp].Index = 4144;
- SendItem(i, (int32_t)SlotType::Inventory, bauexp, &mob->Mob.Inventory[bauexp]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 8;
- break;
- }
- }
- break;
- case 11:
- switch (mob->Mob.Equip[84].EF2)
- {
- case 0:
- if (mob->Mob.bStatus.Level >= 49)
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 1296;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- auto slot1 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot1].Index = 1308;
- SendItem(i, (int32_t)SlotType::Inventory, slot1, &mob->Mob.Inventory[slot1]);
- auto slot2 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot2].Index = 1260;
- SendItem(i, (int32_t)SlotType::Inventory, slot2, &mob->Mob.Inventory[slot2]);
- auto slot3 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot3].Index = 1284;
- SendItem(i, (int32_t)SlotType::Inventory, slot3, &mob->Mob.Inventory[slot3]);
- auto slot4 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot4].Index = 1272;
- SendItem(i, (int32_t)SlotType::Inventory, slot4, &mob->Mob.Inventory[slot4]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 1;
- break;
- }
- case 1:
- if (mob->Mob.bStatus.Level >= 99)
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 1889;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- auto slot1 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot1].Index = 1890;
- SendItem(i, (int32_t)SlotType::Inventory, slot1, &mob->Mob.Inventory[slot1]);
- auto slot2 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot2].Index = 1886;
- SendItem(i, (int32_t)SlotType::Inventory, slot2, &mob->Mob.Inventory[slot2]);
- auto slot3 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot3].Index = 1888;
- SendItem(i, (int32_t)SlotType::Inventory, slot3, &mob->Mob.Inventory[slot3]);
- auto slot4 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot4].Index = 1887;
- SendItem(i, (int32_t)SlotType::Inventory, slot4, &mob->Mob.Inventory[slot4]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 2;
- break;
- }
- case 2:
- if (mob->Mob.bStatus.Level >= 119)
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 1336;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- auto slot1 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot1].Index = 1339;
- SendItem(i, (int32_t)SlotType::Inventory, slot1, &mob->Mob.Inventory[slot1]);
- auto slot2 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot2].Index = 1327;
- SendItem(i, (int32_t)SlotType::Inventory, slot2, &mob->Mob.Inventory[slot2]);
- auto slot3 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot3].Index = 1333;
- SendItem(i, (int32_t)SlotType::Inventory, slot3, &mob->Mob.Inventory[slot3]);
- auto slot4 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot4].Index = 1330;
- SendItem(i, (int32_t)SlotType::Inventory, slot4, &mob->Mob.Inventory[slot4]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 3;
- break;
- }
- case 3:
- if (mob->Mob.bStatus.Level >= 149)
- {
- if (mob->Mob.bStatus.INT >= mob->Mob.bStatus.DEX + mob->Mob.bStatus.STR && mob->Mob.Equip[84].EF2 == 3) //Mágico
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 2127;
- mob->Mob.Inventory[slot].EF1 = 43;
- mob->Mob.Inventory[slot].EFV1 = 3;
- mob->Mob.Inventory[slot].EF2 = 60;
- mob->Mob.Inventory[slot].EFV2 = 20;
- mob->Mob.Inventory[slot].EF3 = 0;
- mob->Mob.Inventory[slot].EFV3 = 0;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- auto slot1 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot1].Index = 2367;
- mob->Mob.Inventory[slot1].EF1 = 100;
- mob->Mob.Inventory[slot1].EFV1 = 100;
- mob->Mob.Inventory[slot1].EF2 = 0;
- mob->Mob.Inventory[slot1].EFV2 = 5;
- mob->Mob.Inventory[slot1].EF3 = 100;
- mob->Mob.Inventory[slot1].EFV3 = 100;
- SendItem(i, (int32_t)SlotType::Inventory, slot1, &mob->Mob.Inventory[slot1]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 4;
- }
- else //Dano
- {
- if (mob->Mob.Equip[84].EF2 == 3)
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 2122;
- mob->Mob.Inventory[slot].EF1 = 43;
- mob->Mob.Inventory[slot].EFV1 = 3;
- mob->Mob.Inventory[slot].EF2 = 2;
- mob->Mob.Inventory[slot].EFV2 = 45;
- mob->Mob.Inventory[slot].EF3 = 0;
- mob->Mob.Inventory[slot].EFV3 = 0;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- mob->Mob.Equip[84].EF2 = 4;
- auto slot1 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot1].Index = 2367;
- mob->Mob.Inventory[slot1].EF1 = 100;
- mob->Mob.Inventory[slot1].EFV1 = 100;
- mob->Mob.Inventory[slot1].EF2 = 0;
- mob->Mob.Inventory[slot1].EFV2 = 5;
- mob->Mob.Inventory[slot1].EF3 = 100;
- mob->Mob.Inventory[slot1].EFV3 = 100;
- SendItem(i, (int32_t)SlotType::Inventory, slot1, &mob->Mob.Inventory[slot1]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 4;
- }
- }
- mob->Mob.Equip[84].EF2 = 4;
- break;
- }
- case 4:
- if (mob->Mob.bStatus.Level >= 169)
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 1351;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- auto slot1 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot1].Index = 1354;
- SendItem(i, (int32_t)SlotType::Inventory, slot1, &mob->Mob.Inventory[slot1]);
- auto slot2 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot2].Index = 1342;
- SendItem(i, (int32_t)SlotType::Inventory, slot2, &mob->Mob.Inventory[slot2]);
- auto slot3 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot3].Index = 1348;
- SendItem(i, (int32_t)SlotType::Inventory, slot3, &mob->Mob.Inventory[slot3]);
- auto slot4 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot4].Index = 1345;
- SendItem(i, (int32_t)SlotType::Inventory, slot4, &mob->Mob.Inventory[slot4]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 5;
- break;
- }
- case 5:
- if (mob->Mob.bStatus.Level >= 255)
- {
- if (mob->Mob.bStatus.INT >= mob->Mob.bStatus.DEX + mob->Mob.bStatus.STR && mob->Mob.Equip[84].EF2 == 5) //Mágico
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 3582;
- mob->Mob.Inventory[slot].EF1 = 43;
- mob->Mob.Inventory[slot].EFV1 = 3;
- mob->Mob.Inventory[slot].EF2 = 60;
- mob->Mob.Inventory[slot].EFV2 = 20;
- mob->Mob.Inventory[slot].EF3 = 0;
- mob->Mob.Inventory[slot].EFV3 = 0;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 6;
- }
- else //Dano
- {
- if (mob->Mob.Equip[84].EF2 == 5)
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 3556;
- mob->Mob.Inventory[slot].EF1 = 43;
- mob->Mob.Inventory[slot].EFV1 = 3;
- mob->Mob.Inventory[slot].EF2 = 2;
- mob->Mob.Inventory[slot].EFV2 = 45;
- mob->Mob.Inventory[slot].EF3 = 0;
- mob->Mob.Inventory[slot].EFV3 = 0;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 6;
- }
- }
- mob->Mob.Equip[84].EF2 = 6;
- break;
- }
- case 6:
- if (mob->Mob.bStatus.Level >= 350)
- {
- auto shire3d = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[shire3d].Index = 3980;
- SendItem(i, (int32_t)SlotType::Inventory, shire3d, &mob->Mob.Inventory[shire3d]);
- auto bauexp = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[bauexp].Index = 4144;
- SendItem(i, (int32_t)SlotType::Inventory, bauexp, &mob->Mob.Inventory[bauexp]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 7;
- break;
- }
- case 7:
- if (mob->Mob.bStatus.Level >= 399)
- {
- auto shire3d = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[shire3d].Index = 3980;
- SendItem(i, (int32_t)SlotType::Inventory, shire3d, &mob->Mob.Inventory[shire3d]);
- auto bauexp = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[bauexp].Index = 4144;
- SendItem(i, (int32_t)SlotType::Inventory, bauexp, &mob->Mob.Inventory[bauexp]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 8;
- break;
- }
- }
- break;
- case 21:
- switch (mob->Mob.Equip[84].EF2)
- {
- case 0:
- if (mob->Mob.bStatus.Level >= 49)
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 1455;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- auto slot1 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot1].Index = 1458;
- SendItem(i, (int32_t)SlotType::Inventory, slot1, &mob->Mob.Inventory[slot1]);
- auto slot2 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot2].Index = 1446;
- SendItem(i, (int32_t)SlotType::Inventory, slot2, &mob->Mob.Inventory[slot2]);
- auto slot3 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot3].Index = 1452;
- SendItem(i, (int32_t)SlotType::Inventory, slot3, &mob->Mob.Inventory[slot3]);
- auto slot4 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot4].Index = 1449;
- SendItem(i, (int32_t)SlotType::Inventory, slot4, &mob->Mob.Inventory[slot4]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 1;
- break;
- }
- case 1:
- if (mob->Mob.bStatus.Level >= 99)
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 1999;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- auto slot1 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot1].Index = 2000;
- SendItem(i, (int32_t)SlotType::Inventory, slot1, &mob->Mob.Inventory[slot1]);
- auto slot2 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot2].Index = 1996;
- SendItem(i, (int32_t)SlotType::Inventory, slot2, &mob->Mob.Inventory[slot2]);
- auto slot3 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot3].Index = 1998;
- SendItem(i, (int32_t)SlotType::Inventory, slot3, &mob->Mob.Inventory[slot3]);
- auto slot4 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot4].Index = 1997;
- SendItem(i, (int32_t)SlotType::Inventory, slot4, &mob->Mob.Inventory[slot4]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 2;
- break;
- }
- case 2:
- if (mob->Mob.bStatus.Level >= 119)
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 2004;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- auto slot1 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot1].Index = 2005;
- SendItem(i, (int32_t)SlotType::Inventory, slot1, &mob->Mob.Inventory[slot1]);
- auto slot2 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot2].Index = 2001;
- SendItem(i, (int32_t)SlotType::Inventory, slot2, &mob->Mob.Inventory[slot2]);
- auto slot3 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot3].Index = 2003;
- SendItem(i, (int32_t)SlotType::Inventory, slot3, &mob->Mob.Inventory[slot3]);
- auto slot4 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot4].Index = 2002;
- SendItem(i, (int32_t)SlotType::Inventory, slot4, &mob->Mob.Inventory[slot4]);
- mob->Mob.Equip[84].EF2 = 3;
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- break;
- }
- case 3:
- if (mob->Mob.bStatus.Level >= 149)
- {
- if (mob->Mob.Status.INT >= mob->Mob.Status.DEX + mob->Mob.Status.STR && mob->Mob.Equip[84].EF2 == 3) //Mágico
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 2137;
- mob->Mob.Inventory[slot].EF1 = 43;
- mob->Mob.Inventory[slot].EFV1 = 3;
- mob->Mob.Inventory[slot].EF2 = 60;
- mob->Mob.Inventory[slot].EFV2 = 20;
- mob->Mob.Inventory[slot].EF3 = 0;
- mob->Mob.Inventory[slot].EFV3 = 0;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- auto slot1 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot1].Index = 2367;
- mob->Mob.Inventory[slot1].EF1 = 100;
- mob->Mob.Inventory[slot1].EFV1 = 100;
- mob->Mob.Inventory[slot1].EF2 = 0;
- mob->Mob.Inventory[slot1].EFV2 = 5;
- mob->Mob.Inventory[slot1].EF3 = 100;
- mob->Mob.Inventory[slot1].EFV3 = 100;
- SendItem(i, (int32_t)SlotType::Inventory, slot1, &mob->Mob.Inventory[slot1]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 4;
- }
- else //Dano
- {
- if (mob->Mob.Equip[84].EF2 == 3)
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 2112;
- mob->Mob.Inventory[slot].EF1 = 43;
- mob->Mob.Inventory[slot].EFV1 = 3;
- mob->Mob.Inventory[slot].EF2 = 2;
- mob->Mob.Inventory[slot].EFV2 = 45;
- mob->Mob.Inventory[slot].EF3 = 0;
- mob->Mob.Inventory[slot].EFV3 = 0;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- auto slot1 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot1].Index = 2367;
- mob->Mob.Inventory[slot1].EF1 = 100;
- mob->Mob.Inventory[slot1].EFV1 = 100;
- mob->Mob.Inventory[slot1].EF2 = 0;
- mob->Mob.Inventory[slot1].EFV2 = 5;
- mob->Mob.Inventory[slot1].EF3 = 100;
- mob->Mob.Inventory[slot1].EFV3 = 100;
- SendItem(i, (int32_t)SlotType::Inventory, slot1, &mob->Mob.Inventory[slot1]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 4;
- }
- }
- mob->Mob.Equip[84].EF2 = 4;
- break;
- }
- case 4:
- if (mob->Mob.bStatus.Level >= 169)
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 1501;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- auto slot1 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot1].Index = 1504;
- SendItem(i, (int32_t)SlotType::Inventory, slot1, &mob->Mob.Inventory[slot1]);
- auto slot2 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot2].Index = 1492;
- SendItem(i, (int32_t)SlotType::Inventory, slot2, &mob->Mob.Inventory[slot2]);
- auto slot3 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot3].Index = 1498;
- SendItem(i, (int32_t)SlotType::Inventory, slot3, &mob->Mob.Inventory[slot3]);
- auto slot4 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot4].Index = 1495;
- SendItem(i, (int32_t)SlotType::Inventory, slot4, &mob->Mob.Inventory[slot4]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 5;
- break;
- }
- case 5:
- if (mob->Mob.bStatus.Level >= 255)
- {
- if (mob->Mob.bStatus.INT >= mob->Mob.bStatus.DEX + mob->Mob.bStatus.STR && mob->Mob.Equip[84].EF2 == 5) //Mágico
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 3566;
- mob->Mob.Inventory[slot].EF1 = 43;
- mob->Mob.Inventory[slot].EFV1 = 3;
- mob->Mob.Inventory[slot].EF2 = 60;
- mob->Mob.Inventory[slot].EFV2 = 20;
- mob->Mob.Inventory[slot].EF3 = 0;
- mob->Mob.Inventory[slot].EFV3 = 0;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 6;
- }
- else //Dano
- {
- if (mob->Mob.Equip[84].EF2 == 5)
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 3551;
- mob->Mob.Inventory[slot].EF1 = 43;
- mob->Mob.Inventory[slot].EFV1 = 3;
- mob->Mob.Inventory[slot].EF2 = 2;
- mob->Mob.Inventory[slot].EFV2 = 45;
- mob->Mob.Inventory[slot].EF3 = 0;
- mob->Mob.Inventory[slot].EFV3 = 0;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 6;
- }
- }
- mob->Mob.Equip[84].EF2 = 6;
- break;
- }
- case 6:
- if (mob->Mob.bStatus.Level >= 350)
- {
- auto shire3d = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[shire3d].Index = 3980;
- SendItem(i, (int32_t)SlotType::Inventory, shire3d, &mob->Mob.Inventory[shire3d]);
- auto bauexp = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[bauexp].Index = 4144;
- SendItem(i, (int32_t)SlotType::Inventory, bauexp, &mob->Mob.Inventory[bauexp]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 7;
- break;
- }
- case 7:
- if (mob->Mob.bStatus.Level >= 399)
- {
- auto shire3d = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[shire3d].Index = 3980;
- SendItem(i, (int32_t)SlotType::Inventory, shire3d, &mob->Mob.Inventory[shire3d]);
- auto bauexp = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[bauexp].Index = 4144;
- SendItem(i, (int32_t)SlotType::Inventory, bauexp, &mob->Mob.Inventory[bauexp]);
- mob->Mob.Equip[84].EF2 = 8;
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- break;
- }
- }
- break;
- case 31:
- switch (mob->Mob.Equip[84].EF2)
- {
- case 0:
- if (mob->Mob.bStatus.Level >= 49)
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 1605;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- auto slot1 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot1].Index = 1608;
- SendItem(i, (int32_t)SlotType::Inventory, slot1, &mob->Mob.Inventory[slot1]);
- auto slot2 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot2].Index = 1596;
- SendItem(i, (int32_t)SlotType::Inventory, slot2, &mob->Mob.Inventory[slot2]);
- auto slot3 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot3].Index = 1602;
- SendItem(i, (int32_t)SlotType::Inventory, slot3, &mob->Mob.Inventory[slot3]);
- auto slot4 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot4].Index = 1599;
- SendItem(i, (int32_t)SlotType::Inventory, slot4, &mob->Mob.Inventory[slot4]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 1;
- break;
- }
- case 1:
- if (mob->Mob.bStatus.Level >= 99)
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 1621;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- auto slot1 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot1].Index = 1624;
- SendItem(i, (int32_t)SlotType::Inventory, slot1, &mob->Mob.Inventory[slot1]);
- auto slot2 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot2].Index = 1612;
- SendItem(i, (int32_t)SlotType::Inventory, slot2, &mob->Mob.Inventory[slot2]);
- auto slot3 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot3].Index = 1618;
- SendItem(i, (int32_t)SlotType::Inventory, slot3, &mob->Mob.Inventory[slot3]);
- auto slot4 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot4].Index = 1615;
- SendItem(i, (int32_t)SlotType::Inventory, slot4, &mob->Mob.Inventory[slot4]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 2;
- break;
- }
- case 2:
- if (mob->Mob.bStatus.Level >= 119)
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 1636;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- auto slot1 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot1].Index = 1639;
- SendItem(i, (int32_t)SlotType::Inventory, slot1, &mob->Mob.Inventory[slot1]);
- auto slot2 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot2].Index = 1627;
- SendItem(i, (int32_t)SlotType::Inventory, slot2, &mob->Mob.Inventory[slot2]);
- auto slot3 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot3].Index = 1633;
- SendItem(i, (int32_t)SlotType::Inventory, slot3, &mob->Mob.Inventory[slot3]);
- auto slot4 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot4].Index = 1630;
- SendItem(i, (int32_t)SlotType::Inventory, slot4, &mob->Mob.Inventory[slot4]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 3;
- break;
- }
- case 3:
- if (mob->Mob.bStatus.Level >= 149)
- {
- if (mob->Mob.bStatus.INT >= mob->Mob.bStatus.DEX + mob->Mob.bStatus.STR && mob->Mob.Equip[84].EF2 == 3) //Mágico
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 2122;
- mob->Mob.Inventory[slot].EF1 = 43;
- mob->Mob.Inventory[slot].EFV1 = 3;
- mob->Mob.Inventory[slot].EF2 = 60;
- mob->Mob.Inventory[slot].EFV2 = 20;
- mob->Mob.Inventory[slot].EF3 = 0;
- mob->Mob.Inventory[slot].EFV3 = 0;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- auto slot1 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot1].Index = 2367;
- mob->Mob.Inventory[slot1].EF1 = 100;
- mob->Mob.Inventory[slot1].EFV1 = 100;
- mob->Mob.Inventory[slot1].EF2 = 0;
- mob->Mob.Inventory[slot1].EFV2 = 5;
- mob->Mob.Inventory[slot1].EF3 = 100;
- mob->Mob.Inventory[slot1].EFV3 = 100;
- SendItem(i, (int32_t)SlotType::Inventory, slot1, &mob->Mob.Inventory[slot1]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 4;
- }
- else //Dano
- {
- if (mob->Mob.Equip[84].EF2 == 3)
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 2122;
- mob->Mob.Inventory[slot].EF1 = 43;
- mob->Mob.Inventory[slot].EFV1 = 3;
- mob->Mob.Inventory[slot].EF2 = 2;
- mob->Mob.Inventory[slot].EFV2 = 45;
- mob->Mob.Inventory[slot].EF3 = 0;
- mob->Mob.Inventory[slot].EFV3 = 0;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- auto slot1 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot1].Index = 2367;
- mob->Mob.Inventory[slot1].EF1 = 100;
- mob->Mob.Inventory[slot1].EFV1 = 100;
- mob->Mob.Inventory[slot1].EF2 = 0;
- mob->Mob.Inventory[slot1].EFV2 = 5;
- mob->Mob.Inventory[slot1].EF3 = 100;
- mob->Mob.Inventory[slot1].EFV3 = 100;
- SendItem(i, (int32_t)SlotType::Inventory, slot1, &mob->Mob.Inventory[slot1]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 4;
- }
- }
- mob->Mob.Equip[84].EF2 = 4;
- break;
- }
- case 4:
- if (mob->Mob.bStatus.Level >= 169)
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 1651;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- auto slot1 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot1].Index = 1654;
- SendItem(i, (int32_t)SlotType::Inventory, slot1, &mob->Mob.Inventory[slot1]);
- auto slot2 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot2].Index = 1642;
- SendItem(i, (int32_t)SlotType::Inventory, slot2, &mob->Mob.Inventory[slot2]);
- auto slot3 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot3].Index = 1648;
- SendItem(i, (int32_t)SlotType::Inventory, slot3, &mob->Mob.Inventory[slot3]);
- auto slot4 = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot4].Index = 1645;
- SendItem(i, (int32_t)SlotType::Inventory, slot4, &mob->Mob.Inventory[slot4]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 5;
- break;
- }
- case 5:
- if (mob->Mob.bStatus.Level >= 255)
- {
- if (mob->Mob.bStatus.INT >= mob->Mob.bStatus.DEX + mob->Mob.bStatus.STR && mob->Mob.Equip[84].EF2 == 5) //Mágico
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 3556;
- mob->Mob.Inventory[slot].EF1 = 43;
- mob->Mob.Inventory[slot].EFV1 = 3;
- mob->Mob.Inventory[slot].EF2 = 60;
- mob->Mob.Inventory[slot].EFV2 = 20;
- mob->Mob.Inventory[slot].EF3 = 0;
- mob->Mob.Inventory[slot].EFV3 = 0;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 6;
- }
- else //Dano
- {
- if (mob->Mob.Equip[84].EF2 == 5)
- {
- auto slot = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[slot].Index = 3556;
- mob->Mob.Inventory[slot].EF1 = 43;
- mob->Mob.Inventory[slot].EFV1 = 3;
- mob->Mob.Inventory[slot].EF2 = 2;
- mob->Mob.Inventory[slot].EFV2 = 45;
- mob->Mob.Inventory[slot].EF3 = 0;
- mob->Mob.Inventory[slot].EFV3 = 0;
- SendItem(i, (int32_t)SlotType::Inventory, slot, &mob->Mob.Inventory[slot]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 6;
- }
- }
- mob->Mob.Equip[84].EF2 = 6;
- break;
- }
- case 6:
- if (mob->Mob.bStatus.Level >= 350)
- {
- auto shire3d = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[shire3d].Index = 3980;
- SendItem(i, (int32_t)SlotType::Inventory, shire3d, &mob->Mob.Inventory[shire3d]);
- auto bauexp = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[bauexp].Index = 4144;
- SendItem(i, (int32_t)SlotType::Inventory, bauexp, &mob->Mob.Inventory[bauexp]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 7;
- break;
- }
- case 7:
- if (mob->Mob.bStatus.Level >= 399)
- {
- auto shire3d = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[shire3d].Index = 3980;
- SendItem(i, (int32_t)SlotType::Inventory, shire3d, &mob->Mob.Inventory[shire3d]);
- auto bauexp = Functions::getInstance().GetFirstSlot(i, SlotType::Inventory, 0);
- mob->Mob.Inventory[bauexp].Index = 4144;
- SendItem(i, (int32_t)SlotType::Inventory, bauexp, &mob->Mob.Inventory[bauexp]);
- SendClientMessage(i, "!Chegou novos itens em seu inventário.");
- mob->Mob.Equip[84].EF2 = 8;
- break;
- }
- }
- break;
- }
- }
- }
- }
- }
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