[6918] Not use enchant m_amount as spell basepoint by default (only for random enchants)

Signed-off-by: DiSlord <dislord@nomail.com>
This commit is contained in:
DiSlord 2008-12-19 03:08:10 +03:00
parent 28d2d45a46
commit 684c386f3a
2 changed files with 3 additions and 3 deletions

View file

@ -11316,9 +11316,9 @@ void Player::ApplyEnchantment(Item *item,EnchantmentSlot slot,bool apply, bool a
{
if(apply)
{
int32 basepoints = int32(enchant_amount);
int32 basepoints = 0;
// Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
if (item->GetItemRandomPropertyId() !=0 && !enchant_amount)
if (item->GetItemRandomPropertyId())
{
ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
if (item_rand)

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "6917"
#define REVISION_NR "6918"
#endif // __REVISION_NR_H__