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Update tradeskills.cpp
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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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