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[Skill Caps] Further improvements (#4205)
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+5
-4
@@ -8,6 +8,7 @@
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#include "zone.h"
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#include "string_ids.h"
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#include "../common/skill_caps.h"
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extern volatile bool is_zone_loaded;
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@@ -65,7 +66,7 @@ Merc::Merc(const NPCType* d, float x, float y, float z, float heading)
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int r;
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for (r = 0; r <= EQ::skills::HIGHEST_SKILL; r++) {
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skills[r] = content_db.GetSkillCap(GetClass(), (EQ::skills::SkillType)r, GetLevel());
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skills[r] = skill_caps.GetSkillCap(GetClass(), (EQ::skills::SkillType)r, GetLevel()).cap;
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}
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size = d->size;
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@@ -770,16 +771,16 @@ void Merc::CalcRestState() {
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}
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bool Merc::HasSkill(EQ::skills::SkillType skill_id) const {
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return((GetSkill(skill_id) > 0) && CanHaveSkill(skill_id));
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return ((GetSkill(skill_id) > 0) && CanHaveSkill(skill_id));
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}
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bool Merc::CanHaveSkill(EQ::skills::SkillType skill_id) const {
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return(content_db.GetSkillCap(GetClass(), skill_id, RuleI(Character, MaxLevel)) > 0);
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return skill_caps.GetSkillCap(GetClass(), skill_id, RuleI(Character, MaxLevel)).cap > 0;
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//if you don't have it by max level, then odds are you never will?
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}
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uint16 Merc::MaxSkill(EQ::skills::SkillType skillid, uint16 class_, uint16 level) const {
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return(content_db.GetSkillCap(class_, skillid, level));
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return skill_caps.GetSkillCap(class_, skillid, level).cap;
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}
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void Merc::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) {
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