#ifdef __WEAPON_LEVELING
// 1h Sword
WeaponLevelingProp pWeaponLevelingProp(IK3_SWD, DST_STR, 2);
m_aWeaponLevelingProp.insert(make_pair(pWeaponLeve lingProp.dwItemKind, pWeaponLevelingProp));
// 1h Axe
pWeaponLevelingProp = WeaponLevelingProp(IK3_AXE, DST_STR, 2);
m_aWeaponLevelingProp.insert(make_pair(pWeaponLeve lingProp.dwItemKind, pWeaponLevelingProp));
// 2h Sword
pWeaponLevelingProp = WeaponLevelingProp(IK3_THSWD, DST_STA, 2);
m_aWeaponLevelingProp.insert(make_pair(pWeaponLeve lingProp.dwItemKind, pWeaponLevelingProp));
// 2h Axe
pWeaponLevelingProp = WeaponLevelingProp(IK3_THAXE, DST_STA, 2);
m_aWeaponLevelingProp.insert(make_pair(pWeaponLeve lingProp.dwItemKind, pWeaponLevelingProp));
// Shield
pWeaponLevelingProp = WeaponLevelingProp(IK3_SHIELD, DST_STA, 2);
m_aWeaponLevelingProp.insert(make_pair(pWeaponLeve lingProp.dwItemKind, pWeaponLevelingProp));
// Knuckle
pWeaponLevelingProp = WeaponLevelingProp(IK3_KNUCKLEHAMMER, DST_STR, 2);
m_aWeaponLevelingProp.insert(make_pair(pWeaponLeve lingProp.dwItemKind, pWeaponLevelingProp));
// Stick
pWeaponLevelingProp = WeaponLevelingProp(IK3_CHEERSTICK, DST_INT, 2);
m_aWeaponLevelingProp.insert(make_pair(pWeaponLeve lingProp.dwItemKind, pWeaponLevelingProp));
// Wand
pWeaponLevelingProp = WeaponLevelingProp(IK3_WAND, DST_INT, 2);
m_aWeaponLevelingProp.insert(make_pair(pWeaponLeve lingProp.dwItemKind, pWeaponLevelingProp));
// Staff
pWeaponLevelingProp = WeaponLevelingProp(IK3_STAFF, DST_INT, 2);
m_aWeaponLevelingProp.insert(make_pair(pWeaponLeve lingProp.dwItemKind, pWeaponLevelingProp));
// BOW
pWeaponLevelingProp = WeaponLevelingProp(IK3_BOW, DST_DEX, 2);
m_aWeaponLevelingProp.insert(make_pair(pWeaponLeve lingProp.dwItemKind, pWeaponLevelingProp));
// YOYO
pWeaponLevelingProp = WeaponLevelingProp(IK3_YOYO, DST_STR, 2);
m_aWeaponLevelingProp.insert(make_pair(pWeaponLeve lingProp.dwItemKind, pWeaponLevelingProp));
// CROSSBOW
pWeaponLevelingProp = WeaponLevelingProp(IK3_CROSSBOW, DST_DEX, 2);
m_aWeaponLevelingProp.insert(make_pair(pWeaponLeve lingProp.dwItemKind, pWeaponLevelingProp));
// Magic Baruna
pWeaponLevelingProp = WeaponLevelingProp(IK3_MAGICBARUNA, DST_STA, 2);
m_aWeaponLevelingProp.insert(make_pair(pWeaponLeve lingProp.dwItemKind, pWeaponLevelingProp));
// Zem Baruna
pWeaponLevelingProp = WeaponLevelingProp(IK3_ZEMBARUNA, DST_STA, 2);
m_aWeaponLevelingProp.insert(make_pair(pWeaponLeve lingProp.dwItemKind, pWeaponLevelingProp));
// Shield Baruna
pWeaponLevelingProp = WeaponLevelingProp(IK3_SHILDBARUNA, DST_STA, 2);
m_aWeaponLevelingProp.insert(make_pair(pWeaponLeve lingProp.dwItemKind, pWeaponLevelingProp));
#ifdef __PET_LVL
// Pet
pWeaponLevelingProp = WeaponLevelingProp(IK3_PET, DST_STAT_ALLUP, 2);
m_aWeaponLevelingProp.insert(make_pair(pWeaponLeve lingProp.dwItemKind, pWeaponLevelingProp));
#endif
// 1h Sword
WeaponLevelingProp pWeaponLevelingProp(IK3_SWD, DST_STR, 2);
m_aWeaponLevelingProp.insert(make_pair(pWeaponLeve lingProp.dwItemKind, pWeaponLevelingProp));
// 1h Axe
pWeaponLevelingProp = WeaponLevelingProp(IK3_AXE, DST_STR, 2);
m_aWeaponLevelingProp.insert(make_pair(pWeaponLeve lingProp.dwItemKind, pWeaponLevelingProp));
// 2h Sword
pWeaponLevelingProp = WeaponLevelingProp(IK3_THSWD, DST_STA, 2);
m_aWeaponLevelingProp.insert(make_pair(pWeaponLeve lingProp.dwItemKind, pWeaponLevelingProp));
// 2h Axe
pWeaponLevelingProp = WeaponLevelingProp(IK3_THAXE, DST_STA, 2);
m_aWeaponLevelingProp.insert(make_pair(pWeaponLeve lingProp.dwItemKind, pWeaponLevelingProp));
// Shield
pWeaponLevelingProp = WeaponLevelingProp(IK3_SHIELD, DST_STA, 2);
m_aWeaponLevelingProp.insert(make_pair(pWeaponLeve lingProp.dwItemKind, pWeaponLevelingProp));
// Knuckle
pWeaponLevelingProp = WeaponLevelingProp(IK3_KNUCKLEHAMMER, DST_STR, 2);
m_aWeaponLevelingProp.insert(make_pair(pWeaponLeve lingProp.dwItemKind, pWeaponLevelingProp));
// Stick
pWeaponLevelingProp = WeaponLevelingProp(IK3_CHEERSTICK, DST_INT, 2);
m_aWeaponLevelingProp.insert(make_pair(pWeaponLeve lingProp.dwItemKind, pWeaponLevelingProp));
// Wand
pWeaponLevelingProp = WeaponLevelingProp(IK3_WAND, DST_INT, 2);
m_aWeaponLevelingProp.insert(make_pair(pWeaponLeve lingProp.dwItemKind, pWeaponLevelingProp));
// Staff
pWeaponLevelingProp = WeaponLevelingProp(IK3_STAFF, DST_INT, 2);
m_aWeaponLevelingProp.insert(make_pair(pWeaponLeve lingProp.dwItemKind, pWeaponLevelingProp));
// BOW
pWeaponLevelingProp = WeaponLevelingProp(IK3_BOW, DST_DEX, 2);
m_aWeaponLevelingProp.insert(make_pair(pWeaponLeve lingProp.dwItemKind, pWeaponLevelingProp));
// YOYO
pWeaponLevelingProp = WeaponLevelingProp(IK3_YOYO, DST_STR, 2);
m_aWeaponLevelingProp.insert(make_pair(pWeaponLeve lingProp.dwItemKind, pWeaponLevelingProp));
// CROSSBOW
pWeaponLevelingProp = WeaponLevelingProp(IK3_CROSSBOW, DST_DEX, 2);
m_aWeaponLevelingProp.insert(make_pair(pWeaponLeve lingProp.dwItemKind, pWeaponLevelingProp));
// Magic Baruna
pWeaponLevelingProp = WeaponLevelingProp(IK3_MAGICBARUNA, DST_STA, 2);
m_aWeaponLevelingProp.insert(make_pair(pWeaponLeve lingProp.dwItemKind, pWeaponLevelingProp));
// Zem Baruna
pWeaponLevelingProp = WeaponLevelingProp(IK3_ZEMBARUNA, DST_STA, 2);
m_aWeaponLevelingProp.insert(make_pair(pWeaponLeve lingProp.dwItemKind, pWeaponLevelingProp));
// Shield Baruna
pWeaponLevelingProp = WeaponLevelingProp(IK3_SHILDBARUNA, DST_STA, 2);
m_aWeaponLevelingProp.insert(make_pair(pWeaponLeve lingProp.dwItemKind, pWeaponLevelingProp));
#ifdef __PET_LVL
// Pet
pWeaponLevelingProp = WeaponLevelingProp(IK3_PET, DST_STAT_ALLUP, 2);
m_aWeaponLevelingProp.insert(make_pair(pWeaponLeve lingProp.dwItemKind, pWeaponLevelingProp));
#endif
Trotz das ich es geänder habe haben waffen und schilde noch andere effekte.. :/
Danke schonmal für eure hilfe.
LG Toki~






