Some vendors would decide not to see based on deity, but messages were

picking the next best reason.  Added a message choice that seemed to make
sense for deity.
This commit is contained in:
Paul Coene 2015-03-27 17:12:39 -04:00
parent 4dcb679c53
commit 94d118fdf8

View File

@ -7763,7 +7763,8 @@ void Client::MerchantRejectMessage(Mob *merchant, int primaryfaction)
if (primaryfaction > 0) {
if (database.GetFactionData(&fmod, GetClass(), GetRace(), GetDeity(), primaryfaction)) {
tmpFactionValue = GetCharacterFactionLevel(primaryfaction);
lowestvalue = std::min(tmpFactionValue, std::min(fmod.class_mod, fmod.race_mod));
lowestvalue = std::min(std::min(tmpFactionValue, fmod.deity_mod),
std::min(fmod.class_mod, fmod.race_mod));
}
}
// If no primary faction or biggest influence is your faction hit
@ -7811,6 +7812,11 @@ void Client::MerchantRejectMessage(Mob *merchant, int primaryfaction)
}
} else if (lowestvalue == fmod.class_mod) {
merchant->Say_StringID(zone->random.Int(WONT_SELL_CLASS1, WONT_SELL_CLASS5), itoa(GetClass()));
} else {
// Must be deity - these two sound the best for that.
// Can't use a message with a field, GUI wants class/race names.
// for those message IDs. These are straight text.
merchant->Say_StringID(zone->random.Int(WONT_SELL_DEEDS1, WONT_SELL_DEEDS2));
}
return;
}