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Merge pull request #392 from N0ctrnl/master
Added individual tradeskill skillup settings rules
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commit
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@ -103,6 +103,16 @@ RULE_INT ( Character, BaseRunSpeedCap, 158) // Base Run Speed Cap, on live it's
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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)
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RULE_REAL(Character, EnvironmentDamageMulipliter, 1)
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RULE_BOOL(Character, UnmemSpellsOnDeath, true)
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RULE_BOOL(Character, UnmemSpellsOnDeath, true)
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RULE_INT ( Character, TradeskillUpAlchemy, 2 ) // Alchemy skillup rate adjust. Lower is faster.
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RULE_INT ( Character, TradeskillUpBaking, 2 ) // Baking skillup rate adjust. Lower is faster.
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RULE_INT ( Character, TradeskillUpBlacksmithing, 2 ) // Blacksmithing skillup rate adjust. Lower is faster.
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RULE_INT ( Character, TradeskillUpBrewing, 3 ) // Brewing skillup rate adjust. Lower is faster.
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RULE_INT ( Character, TradeskillUpFletching, 2 ) // Fletching skillup rate adjust. Lower is faster.
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RULE_INT ( Character, TradeskillUpJewelcrafting, 2 ) // Jewelcrafting skillup rate adjust. Lower is faster.
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RULE_INT ( Character, TradeskillUpMakePoison, 2 ) // Make Poison skillup rate adjust. Lower is faster.
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RULE_INT ( Character, TradeskillUpPottery, 4 ) // Pottery skillup rate adjust. Lower is faster.
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RULE_INT ( Character, TradeskillUpResearch, 1 ) // Research skillup rate adjust. Lower is faster.
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RULE_INT ( Character, TradeskillUpTinkering, 2 ) // Tinkering skillup rate adjust. Lower is faster.
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RULE_CATEGORY_END()
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RULE_CATEGORY_END()
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RULE_CATEGORY( Mercs )
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RULE_CATEGORY( Mercs )
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@ -848,24 +848,41 @@ bool Client::TradeskillExecute(DBTradeskillRecipe_Struct *spec) {
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// Some tradeskills are more eqal then others. ;-)
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// Some tradeskills are more eqal then others. ;-)
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// If you want to customize the stage1 success rate do it here.
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// If you want to customize the stage1 success rate do it here.
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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 SkillFletching:
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case SkillFletching:
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case SkillAlchemy:
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skillup_modifier = RuleI(Character, TradeskillUpFletching);
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case SkillJewelryMaking:
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break;
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case SkillPottery:
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case SkillAlchemy:
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skillup_modifier = 4;
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skillup_modifier = RuleI(Character, TradeskillUpAlchemy);
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break;
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break;
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case SkillBaking:
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case SkillJewelryMaking:
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case SkillBrewing:
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skillup_modifier = RuleI(Character, TradeskillUpJewelcrafting);
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skillup_modifier = 3;
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break;
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break;
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case SkillPottery:
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case SkillResearch:
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skillup_modifier = RuleI(Character, TradeskillUpPottery);
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skillup_modifier = 1;
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break;
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break;
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case SkillBaking:
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default:
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skillup_modifier = RuleI(Character, TradeskillUpBaking);
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skillup_modifier = 2;
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break;
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break;
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case SkillBrewing:
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}
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skillup_modifier = RuleI(Character, TradeskillUpBrewing);
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break;
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case SkillBlacksmithing:
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skillup_modifier = RuleI(Character, TradeskillUpBlacksmithing);
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break;
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case SkillResearch:
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skillup_modifier = RuleI(Character, TradeskillUpResearch);
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break;
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case SkillMakePoison:
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skillup_modifier = RuleI(Character, TradeskillUpMakePoison);
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break;
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case SkillTinkering:
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skillup_modifier = RuleI(Character, TradeskillUpTinkering);
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break;
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default:
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skillup_modifier = 2;
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break;
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}
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// Some tradeskills take the higher of one additional stat beside INT and WIS
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// Some tradeskills take the higher of one additional stat beside INT and WIS
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// to determine the skillup rate. Additionally these tradeskills do not have an
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// to determine the skillup rate. Additionally these tradeskills do not have an
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