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[Skill Caps] Further improvements (#4205)
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+5
-4
@@ -73,6 +73,7 @@ extern volatile bool RunLoops;
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#include "../common/events/player_event_logs.h"
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#include "dialogue_window.h"
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#include "../common/zone_store.h"
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#include "../common/skill_caps.h"
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extern QueryServ* QServ;
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@@ -2771,7 +2772,7 @@ bool Client::CanHaveSkill(EQ::skills::SkillType skill_id) const
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skill_id = EQ::skills::Skill2HPiercing;
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}
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return zone->GetSkillCap(GetClass(), skill_id, RuleI(Character, MaxLevel)).cap > 0;
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return skill_caps.GetSkillCap(GetClass(), skill_id, RuleI(Character, MaxLevel)).cap > 0;
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}
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uint16 Client::MaxSkill(EQ::skills::SkillType skill_id, uint8 class_id, uint8 level) const
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@@ -2784,7 +2785,7 @@ uint16 Client::MaxSkill(EQ::skills::SkillType skill_id, uint8 class_id, uint8 le
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skill_id = EQ::skills::Skill2HPiercing;
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}
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return(content_db.GetSkillCap(class_id, skill_id, level));
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return skill_caps.GetSkillCap(class_id, skill_id, level).cap;
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}
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uint8 Client::SkillTrainLevel(EQ::skills::SkillType skill_id, uint8 class_id)
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@@ -2797,7 +2798,7 @@ uint8 Client::SkillTrainLevel(EQ::skills::SkillType skill_id, uint8 class_id)
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skill_id = EQ::skills::Skill2HPiercing;
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}
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return zone->GetTrainLevel(class_id, skill_id, RuleI(Character, MaxLevel));
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return skill_caps.GetTrainLevel(class_id, skill_id, RuleI(Character, MaxLevel));
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}
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uint16 Client::GetMaxSkillAfterSpecializationRules(EQ::skills::SkillType skillid, uint16 maxSkill)
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@@ -11795,7 +11796,7 @@ void Client::MaxSkills()
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auto current_skill_value = (
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EQ::skills::IsSpecializedSkill(s.first) ?
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MAX_SPECIALIZED_SKILL :
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content_db.GetSkillCap(GetClass(), s.first, GetLevel())
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skill_caps.GetSkillCap(GetClass(), s.first, GetLevel()).cap
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);
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if (GetSkill(s.first) < current_skill_value) {
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