[Rules] Change TradeskillUp Rules to be Floats (#2674)

* [Rules] Change TradeskillUp Rules to be Floats

* update rule values so it's obvious they are floats.
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Aeadoin 2022-12-25 16:09:16 -05:00 committed by GitHub
parent 8219cc9ea0
commit 860b545fe3
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 22 additions and 22 deletions

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@ -130,17 +130,17 @@ RULE_INT(Character, BaseRunSpeedCap, 158, "Base Run Speed Cap, on live it's 158%
RULE_INT(Character, OrnamentationAugmentType, 20, "Ornamentation Augment Type") RULE_INT(Character, OrnamentationAugmentType, 20, "Ornamentation Augment Type")
RULE_REAL(Character, EnvironmentDamageMulipliter, 1, "Multiplier for environmental damage like fall damage.") RULE_REAL(Character, EnvironmentDamageMulipliter, 1, "Multiplier for environmental damage like fall damage.")
RULE_BOOL(Character, UnmemSpellsOnDeath, true, "Setting whether at death all memorized Spells are forgotten") RULE_BOOL(Character, UnmemSpellsOnDeath, true, "Setting whether at death all memorized Spells are forgotten")
RULE_INT(Character, TradeskillUpAlchemy, 2, "Alchemy skillup rate adjustment. Lower is faster") RULE_REAL(Character, TradeskillUpAlchemy, 2.0, "Alchemy skillup rate adjustment. Lower is faster")
RULE_INT(Character, TradeskillUpBaking, 2, "Baking skillup rate adjustment. Lower is faster") RULE_REAL(Character, TradeskillUpBaking, 2.0, "Baking skillup rate adjustment. Lower is faster")
RULE_INT(Character, TradeskillUpBlacksmithing, 2, "Blacksmithing skillup rate adjustment. Lower is faster") RULE_REAL(Character, TradeskillUpBlacksmithing, 2.0, "Blacksmithing skillup rate adjustment. Lower is faster")
RULE_INT(Character, TradeskillUpBrewing, 3, "Brewing skillup rate adjustment. Lower is faster") RULE_REAL(Character, TradeskillUpBrewing, 3.0, "Brewing skillup rate adjustment. Lower is faster")
RULE_INT(Character, TradeskillUpFletching, 2, "Fletching skillup rate adjustment. Lower is faster") RULE_REAL(Character, TradeskillUpFletching, 2.0, "Fletching skillup rate adjustment. Lower is faster")
RULE_INT(Character, TradeskillUpJewelcrafting, 2, "Jewelcrafting skillup rate adjustment. Lower is faster") RULE_REAL(Character, TradeskillUpJewelcrafting, 2.0, "Jewelcrafting skillup rate adjustment. Lower is faster")
RULE_INT(Character, TradeskillUpMakePoison, 2, "Make Poison skillup rate adjustment. Lower is faster") RULE_REAL(Character, TradeskillUpMakePoison, 2.0, "Make Poison skillup rate adjustment. Lower is faster")
RULE_INT(Character, TradeskillUpPottery, 4, "Pottery skillup rate adjustment. Lower is faster") RULE_REAL(Character, TradeskillUpPottery, 4.0, "Pottery skillup rate adjustment. Lower is faster")
RULE_INT(Character, TradeskillUpResearch, 1, "Research skillup rate adjustment. Lower is faster") RULE_REAL(Character, TradeskillUpResearch, 1.0, "Research skillup rate adjustment. Lower is faster")
RULE_INT(Character, TradeskillUpTinkering, 2, "Tinkering skillup rate adjustment. Lower is faster") RULE_REAL(Character, TradeskillUpTinkering, 2.0, "Tinkering skillup rate adjustment. Lower is faster")
RULE_INT(Character, TradeskillUpTailoring, 2, "Tailoring skillup rate adjustment. Lower is faster") RULE_REAL(Character, TradeskillUpTailoring, 2.0, "Tailoring skillup rate adjustment. Lower is faster")
RULE_BOOL(Character, MarqueeHPUpdates, false, "Will show health percentage in center of screen if health lesser than 100%") RULE_BOOL(Character, MarqueeHPUpdates, false, "Will show health percentage in center of screen if health lesser than 100%")
RULE_INT(Character, IksarCommonTongue, 95, "Starting value for Common Tongue for Iksars") RULE_INT(Character, IksarCommonTongue, 95, "Starting value for Common Tongue for Iksars")
RULE_INT(Character, OgreCommonTongue, 95, "Starting value for Common Tongue for Ogres") RULE_INT(Character, OgreCommonTongue, 95, "Starting value for Common Tongue for Ogres")

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@ -947,37 +947,37 @@ bool Client::TradeskillExecute(DBTradeskillRecipe_Struct *spec) {
// Remember: skillup_modifier is (float). Lower is better // Remember: skillup_modifier is (float). Lower is better
switch(spec->tradeskill) { switch(spec->tradeskill) {
case EQ::skills::SkillFletching: case EQ::skills::SkillFletching:
skillup_modifier = RuleI(Character, TradeskillUpFletching); skillup_modifier = RuleR(Character, TradeskillUpFletching);
break; break;
case EQ::skills::SkillAlchemy: case EQ::skills::SkillAlchemy:
skillup_modifier = RuleI(Character, TradeskillUpAlchemy); skillup_modifier = RuleR(Character, TradeskillUpAlchemy);
break; break;
case EQ::skills::SkillJewelryMaking: case EQ::skills::SkillJewelryMaking:
skillup_modifier = RuleI(Character, TradeskillUpJewelcrafting); skillup_modifier = RuleR(Character, TradeskillUpJewelcrafting);
break; break;
case EQ::skills::SkillPottery: case EQ::skills::SkillPottery:
skillup_modifier = RuleI(Character, TradeskillUpPottery); skillup_modifier = RuleR(Character, TradeskillUpPottery);
break; break;
case EQ::skills::SkillBaking: case EQ::skills::SkillBaking:
skillup_modifier = RuleI(Character, TradeskillUpBaking); skillup_modifier = RuleR(Character, TradeskillUpBaking);
break; break;
case EQ::skills::SkillBrewing: case EQ::skills::SkillBrewing:
skillup_modifier = RuleI(Character, TradeskillUpBrewing); skillup_modifier = RuleR(Character, TradeskillUpBrewing);
break; break;
case EQ::skills::SkillBlacksmithing: case EQ::skills::SkillBlacksmithing:
skillup_modifier = RuleI(Character, TradeskillUpBlacksmithing); skillup_modifier = RuleR(Character, TradeskillUpBlacksmithing);
break; break;
case EQ::skills::SkillResearch: case EQ::skills::SkillResearch:
skillup_modifier = RuleI(Character, TradeskillUpResearch); skillup_modifier = RuleR(Character, TradeskillUpResearch);
break; break;
case EQ::skills::SkillMakePoison: case EQ::skills::SkillMakePoison:
skillup_modifier = RuleI(Character, TradeskillUpMakePoison); skillup_modifier = RuleR(Character, TradeskillUpMakePoison);
break; break;
case EQ::skills::SkillTinkering: case EQ::skills::SkillTinkering:
skillup_modifier = RuleI(Character, TradeskillUpTinkering); skillup_modifier = RuleR(Character, TradeskillUpTinkering);
break; break;
case EQ::skills::SkillTailoring: case EQ::skills::SkillTailoring:
skillup_modifier = RuleI(Character, TradeskillUpTailoring); skillup_modifier = RuleR(Character, TradeskillUpTailoring);
break; break;
default: default:
skillup_modifier = 2; skillup_modifier = 2;