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int16/32 mismatch fixes. see changelog.txt
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+9
-9
@@ -2312,7 +2312,7 @@ bool Client::CheckIncreaseSkill(SkillUseTypes skillid, Mob *against_who, int cha
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if (skillval < maxskill)
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{
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// the higher your current skill level, the harder it is
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int16 Chance = 10 + chancemodi + ((252 - skillval) / 20);
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int32 Chance = 10 + chancemodi + ((252 - skillval) / 20);
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Chance = (Chance * RuleI(Character, SkillUpModifier) / 100);
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@@ -2346,7 +2346,7 @@ void Client::CheckLanguageSkillIncrease(uint8 langid, uint8 TeacherSkill) {
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int LangSkill = m_pp.languages[langid]; // get current language skill
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if (LangSkill < 100) { // if the language isn't already maxed
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int16 Chance = 5 + ((TeacherSkill - LangSkill)/10); // greater chance to learn if teacher's skill is much higher than yours
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int32 Chance = 5 + ((TeacherSkill - LangSkill)/10); // greater chance to learn if teacher's skill is much higher than yours
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Chance = (Chance * RuleI(Character, SkillUpModifier)/100);
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if(MakeRandomFloat(0,100) < Chance) { // if they make the roll
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@@ -4163,10 +4163,10 @@ uint16 Client::GetPrimarySkillValue()
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return GetSkill(skill);
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}
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uint16 Client::GetTotalATK()
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uint32 Client::GetTotalATK()
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{
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uint16 AttackRating = 0;
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uint16 WornCap = itembonuses.ATK;
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uint32 AttackRating = 0;
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uint32 WornCap = itembonuses.ATK;
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if(IsClient()) {
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AttackRating = ((WornCap * 1.342) + (GetSkill(SkillOffense) * 1.345) + ((GetSTR() - 66) * 0.9) + (GetPrimarySkillValue() * 2.69));
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@@ -4183,9 +4183,9 @@ uint16 Client::GetTotalATK()
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return AttackRating;
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}
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uint16 Client::GetATKRating()
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uint32 Client::GetATKRating()
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{
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uint16 AttackRating = 0;
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uint32 AttackRating = 0;
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if(IsClient()) {
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AttackRating = (GetSkill(SkillOffense) * 1.345) + ((GetSTR() - 66) * 0.9) + (GetPrimarySkillValue() * 2.69);
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@@ -8087,9 +8087,9 @@ void Client::Consume(const Item_Struct *item, uint8 type, int16 slot, bool auto_
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{
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if(!item) { return; }
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uint16 cons_mod = 180;
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uint32 cons_mod = 180;
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int16 metabolism_bonus = spellbonuses.Metabolism + itembonuses.Metabolism + aabonuses.Metabolism;
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int32 metabolism_bonus = spellbonuses.Metabolism + itembonuses.Metabolism + aabonuses.Metabolism;
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if (metabolism_bonus)
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cons_mod = cons_mod * metabolism_bonus * RuleI(Character, ConsumptionMultiplier) / 10000;
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