From 94d118fdf803c8233dc33f05129aa07ac5307c68 Mon Sep 17 00:00:00 2001 From: Paul Coene Date: Fri, 27 Mar 2015 17:12:39 -0400 Subject: [PATCH] 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. --- zone/client.cpp | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) diff --git a/zone/client.cpp b/zone/client.cpp index 8246e12a8..3d0a8d75a 100644 --- a/zone/client.cpp +++ b/zone/client.cpp @@ -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; }