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[6918] Not use enchant m_amount as spell basepoint by default (only for random enchants)
Signed-off-by: DiSlord <dislord@nomail.com>
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parent
28d2d45a46
commit
684c386f3a
2 changed files with 3 additions and 3 deletions
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@ -11316,9 +11316,9 @@ void Player::ApplyEnchantment(Item *item,EnchantmentSlot slot,bool apply, bool a
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{
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{
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if(apply)
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if(apply)
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{
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{
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int32 basepoints = int32(enchant_amount);
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int32 basepoints = 0;
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// Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
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// Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
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if (item->GetItemRandomPropertyId() !=0 && !enchant_amount)
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if (item->GetItemRandomPropertyId())
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{
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{
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ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
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ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
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if (item_rand)
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if (item_rand)
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "6917"
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#define REVISION_NR "6918"
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#endif // __REVISION_NR_H__
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#endif // __REVISION_NR_H__
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