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