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[Commands] Cleanup #aggro Command. (#1799)
- Cleanup messages and logic. - Cleanup constant names and references. - Cleanup aggro description methods.
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+22
-22
@@ -20,31 +20,31 @@
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#include "races.h"
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#include "rulesys.h"
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const char *FactionValueToString(FACTION_VALUE fv)
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const char *FactionValueToString(FACTION_VALUE faction_value)
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{
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switch (fv) {
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switch (faction_value) {
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case FACTION_ALLY:
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return ("Ally");
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return "Ally";
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case FACTION_WARMLY:
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return ("Warmly");
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return "Warmly";
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case FACTION_KINDLY:
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return ("Kindly");
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case FACTION_AMIABLE:
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return ("Amiable");
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case FACTION_INDIFFERENT:
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return ("Indifferent");
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case FACTION_APPREHENSIVE:
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return ("Apprehensive");
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case FACTION_DUBIOUS:
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return ("Dubious");
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case FACTION_THREATENLY:
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return ("Threatenly");
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return "Kindly";
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case FACTION_AMIABLY:
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return "Amiably";
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case FACTION_INDIFFERENTLY:
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return "Indifferently";
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case FACTION_APPREHENSIVELY:
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return "Apprehensively";
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case FACTION_DUBIOUSLY:
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return "Dubiously";
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case FACTION_THREATENINGLY:
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return "Threateningly";
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case FACTION_SCOWLS:
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return ("Scowls, ready to attack.");
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return "Scowls";
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default:
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break;
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}
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return ("Unknown Faction Con");
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return "Unknown";
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}
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@@ -70,19 +70,19 @@ FACTION_VALUE CalculateFaction(FactionMods* fm, int32 tmpCharacter_value)
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return FACTION_KINDLY;
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}
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if (character_value >= RuleI(Faction, AmiablyFactionMinimum)) {
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return FACTION_AMIABLE;
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return FACTION_AMIABLY;
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}
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if (character_value >= RuleI(Faction, IndifferentlyFactionMinimum)) {
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return FACTION_INDIFFERENT;
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return FACTION_INDIFFERENTLY;
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}
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if (character_value >= RuleI(Faction, ApprehensivelyFactionMinimum)) {
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return FACTION_APPREHENSIVE;
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return FACTION_APPREHENSIVELY;
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}
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if (character_value >= RuleI(Faction, DubiouslyFactionMinimum)) {
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return FACTION_DUBIOUS;
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return FACTION_DUBIOUSLY;
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}
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if (character_value >= RuleI(Faction, ThreateninglyFactionMinimum)) {
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return FACTION_THREATENLY;
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return FACTION_THREATENINGLY;
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}
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return FACTION_SCOWLS;
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}
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+6
-6
@@ -27,13 +27,13 @@ enum FACTION_VALUE {
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FACTION_ALLY = 1,
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FACTION_WARMLY = 2,
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FACTION_KINDLY = 3,
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FACTION_AMIABLE = 4,
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FACTION_AMIABLY = 4,
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FACTION_INDIFFERENT = 5,
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FACTION_INDIFFERENTLY = 5,
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FACTION_APPREHENSIVE = 6,
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FACTION_DUBIOUS = 7,
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FACTION_THREATENLY = 8,
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FACTION_APPREHENSIVELY = 6,
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FACTION_DUBIOUSLY = 7,
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FACTION_THREATENINGLY = 8,
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FACTION_SCOWLS = 9
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};
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@@ -75,6 +75,6 @@ struct NPCFaction
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uint8 temp;
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};
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const char *FactionValueToString(FACTION_VALUE fv);
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const char *FactionValueToString(FACTION_VALUE faction_value);
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FACTION_VALUE CalculateFaction(FactionMods* fm, int32 tmpCharacter_value);
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#endif
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+1
-1
@@ -204,7 +204,7 @@ enum { //some random constants
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#define MIN_LEVEL_ALCHEMY 25
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//chance ratio that a
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#define THREATENLY_ARRGO_CHANCE 32 // 32/128 (25%) chance that a mob will arrgo on con Threatenly
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#define THREATENINGLY_AGGRO_CHANCE 32 // 32/128 (25%) chance that a mob will arrgo on con Threatenly
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//max factions per npc faction list
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#define MAX_NPC_FACTIONS 20
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