gold and conc on promotion
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@@ -631,6 +631,11 @@ public class VendorDialogMsg extends ClientNetMsg {
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.getObjectUUID(), true);
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DispatchMessage.dispatchMsgToInterestArea(pc, arm, DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
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if(pc.getCharItemManager() != null && pc.getCharItemManager().getGoldInventory() != null && pc.getCharItemManager().getGoldInventory().getNumOfItems() < 1000) {
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pc.getCharItemManager().addGoldToInventory(1000, false);
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pc.getCharItemManager().addItemToInventory(new MobLoot(pc, ItemBase.getItemBase(980066), 1, false).promoteToItem(pc));
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pc.getCharItemManager().updateInventory();
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}
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}
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@@ -3079,10 +3079,12 @@ public class PlayerCharacter extends AbstractCharacter {
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DispatchMessage.dispatchMsgToInterestArea(this, upm, DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, false, false);
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checkGuildStatus();
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//give gold for level up if level is under or equal to 20
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int gold = (int)((100000 * (this.level - 10) / 55.0) / groupSize);
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this.charItemManager.addGoldToInventory((int)(xp *0.1f),false);
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this.charItemManager.updateInventory();
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//give gold for level up if level is under or equal to 20 and over 10
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if(this.level >= 10 && this.level < 20) {
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int gold = (int) ((100000 * (this.level - 10) / 55.0) / groupSize);
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this.charItemManager.addGoldToInventory(gold, false);
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this.charItemManager.updateInventory();
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}
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} else {
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@@ -4895,11 +4897,11 @@ public class PlayerCharacter extends AbstractCharacter {
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while (this.level < 10) {
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grantXP(Experience.getBaseExperience(this.level + 1) - this.exp);
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}
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if(this.charItemManager != null && this.charItemManager.getGoldInventory() != null && this.charItemManager.getGoldInventory().getNumOfItems() < 1000) {
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this.getCharItemManager().addGoldToInventory(1000, false);
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this.getCharItemManager().addItemToInventory(new MobLoot(this, ItemBase.getItemBase(980066), 1, false).promoteToItem(this));
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this.getCharItemManager().updateInventory();
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}
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//if(this.charItemManager != null && this.charItemManager.getGoldInventory() != null && this.charItemManager.getGoldInventory().getNumOfItems() < 1000) {
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// this.getCharItemManager().addGoldToInventory(1000, false);
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// this.getCharItemManager().addItemToInventory(new MobLoot(this, ItemBase.getItemBase(980066), 1, false).promoteToItem(this));
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// this.getCharItemManager().updateInventory();
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//}
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}
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if(this.isBoxed && !this.containsEffect(1672601862)) {
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