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[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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@ -130,17 +130,17 @@ RULE_INT(Character, BaseRunSpeedCap, 158, "Base Run Speed Cap, on live it's 158%
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RULE_INT(Character, OrnamentationAugmentType, 20, "Ornamentation Augment Type")
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RULE_INT(Character, OrnamentationAugmentType, 20, "Ornamentation Augment Type")
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RULE_REAL(Character, EnvironmentDamageMulipliter, 1, "Multiplier for environmental damage like fall damage.")
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RULE_REAL(Character, EnvironmentDamageMulipliter, 1, "Multiplier for environmental damage like fall damage.")
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RULE_BOOL(Character, UnmemSpellsOnDeath, true, "Setting whether at death all memorized Spells are forgotten")
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RULE_BOOL(Character, UnmemSpellsOnDeath, true, "Setting whether at death all memorized Spells are forgotten")
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RULE_INT(Character, TradeskillUpAlchemy, 2, "Alchemy skillup rate adjustment. Lower is faster")
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RULE_REAL(Character, TradeskillUpAlchemy, 2.0, "Alchemy skillup rate adjustment. Lower is faster")
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RULE_INT(Character, TradeskillUpBaking, 2, "Baking skillup rate adjustment. Lower is faster")
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RULE_REAL(Character, TradeskillUpBaking, 2.0, "Baking skillup rate adjustment. Lower is faster")
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RULE_INT(Character, TradeskillUpBlacksmithing, 2, "Blacksmithing skillup rate adjustment. Lower is faster")
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RULE_REAL(Character, TradeskillUpBlacksmithing, 2.0, "Blacksmithing skillup rate adjustment. Lower is faster")
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RULE_INT(Character, TradeskillUpBrewing, 3, "Brewing skillup rate adjustment. Lower is faster")
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RULE_REAL(Character, TradeskillUpBrewing, 3.0, "Brewing skillup rate adjustment. Lower is faster")
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RULE_INT(Character, TradeskillUpFletching, 2, "Fletching skillup rate adjustment. Lower is faster")
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RULE_REAL(Character, TradeskillUpFletching, 2.0, "Fletching skillup rate adjustment. Lower is faster")
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RULE_INT(Character, TradeskillUpJewelcrafting, 2, "Jewelcrafting skillup rate adjustment. Lower is faster")
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RULE_REAL(Character, TradeskillUpJewelcrafting, 2.0, "Jewelcrafting skillup rate adjustment. Lower is faster")
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RULE_INT(Character, TradeskillUpMakePoison, 2, "Make Poison skillup rate adjustment. Lower is faster")
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RULE_REAL(Character, TradeskillUpMakePoison, 2.0, "Make Poison skillup rate adjustment. Lower is faster")
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RULE_INT(Character, TradeskillUpPottery, 4, "Pottery skillup rate adjustment. Lower is faster")
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RULE_REAL(Character, TradeskillUpPottery, 4.0, "Pottery skillup rate adjustment. Lower is faster")
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RULE_INT(Character, TradeskillUpResearch, 1, "Research skillup rate adjustment. Lower is faster")
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RULE_REAL(Character, TradeskillUpResearch, 1.0, "Research skillup rate adjustment. Lower is faster")
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RULE_INT(Character, TradeskillUpTinkering, 2, "Tinkering skillup rate adjustment. Lower is faster")
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RULE_REAL(Character, TradeskillUpTinkering, 2.0, "Tinkering skillup rate adjustment. Lower is faster")
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RULE_INT(Character, TradeskillUpTailoring, 2, "Tailoring skillup rate adjustment. Lower is faster")
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RULE_REAL(Character, TradeskillUpTailoring, 2.0, "Tailoring skillup rate adjustment. Lower is faster")
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RULE_BOOL(Character, MarqueeHPUpdates, false, "Will show health percentage in center of screen if health lesser than 100%")
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RULE_BOOL(Character, MarqueeHPUpdates, false, "Will show health percentage in center of screen if health lesser than 100%")
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RULE_INT(Character, IksarCommonTongue, 95, "Starting value for Common Tongue for Iksars")
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RULE_INT(Character, IksarCommonTongue, 95, "Starting value for Common Tongue for Iksars")
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RULE_INT(Character, OgreCommonTongue, 95, "Starting value for Common Tongue for Ogres")
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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) {
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// Remember: skillup_modifier is (float). Lower is better
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// Remember: skillup_modifier is (float). Lower is better
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switch(spec->tradeskill) {
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switch(spec->tradeskill) {
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case EQ::skills::SkillFletching:
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case EQ::skills::SkillFletching:
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skillup_modifier = RuleI(Character, TradeskillUpFletching);
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skillup_modifier = RuleR(Character, TradeskillUpFletching);
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break;
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break;
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case EQ::skills::SkillAlchemy:
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case EQ::skills::SkillAlchemy:
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skillup_modifier = RuleI(Character, TradeskillUpAlchemy);
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skillup_modifier = RuleR(Character, TradeskillUpAlchemy);
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break;
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break;
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case EQ::skills::SkillJewelryMaking:
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case EQ::skills::SkillJewelryMaking:
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skillup_modifier = RuleI(Character, TradeskillUpJewelcrafting);
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skillup_modifier = RuleR(Character, TradeskillUpJewelcrafting);
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break;
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break;
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case EQ::skills::SkillPottery:
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case EQ::skills::SkillPottery:
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skillup_modifier = RuleI(Character, TradeskillUpPottery);
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skillup_modifier = RuleR(Character, TradeskillUpPottery);
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break;
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break;
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case EQ::skills::SkillBaking:
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case EQ::skills::SkillBaking:
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skillup_modifier = RuleI(Character, TradeskillUpBaking);
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skillup_modifier = RuleR(Character, TradeskillUpBaking);
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break;
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break;
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case EQ::skills::SkillBrewing:
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case EQ::skills::SkillBrewing:
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skillup_modifier = RuleI(Character, TradeskillUpBrewing);
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skillup_modifier = RuleR(Character, TradeskillUpBrewing);
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break;
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break;
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case EQ::skills::SkillBlacksmithing:
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case EQ::skills::SkillBlacksmithing:
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skillup_modifier = RuleI(Character, TradeskillUpBlacksmithing);
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skillup_modifier = RuleR(Character, TradeskillUpBlacksmithing);
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break;
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break;
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case EQ::skills::SkillResearch:
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case EQ::skills::SkillResearch:
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skillup_modifier = RuleI(Character, TradeskillUpResearch);
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skillup_modifier = RuleR(Character, TradeskillUpResearch);
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break;
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break;
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case EQ::skills::SkillMakePoison:
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case EQ::skills::SkillMakePoison:
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skillup_modifier = RuleI(Character, TradeskillUpMakePoison);
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skillup_modifier = RuleR(Character, TradeskillUpMakePoison);
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break;
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break;
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case EQ::skills::SkillTinkering:
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case EQ::skills::SkillTinkering:
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skillup_modifier = RuleI(Character, TradeskillUpTinkering);
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skillup_modifier = RuleR(Character, TradeskillUpTinkering);
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break;
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break;
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case EQ::skills::SkillTailoring:
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case EQ::skills::SkillTailoring:
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skillup_modifier = RuleI(Character, TradeskillUpTailoring);
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skillup_modifier = RuleR(Character, TradeskillUpTailoring);
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break;
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break;
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default:
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default:
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skillup_modifier = 2;
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skillup_modifier = 2;
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