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[12190] Remove no more existant lockpicking skill.
Implement archaeology lock Signed-off-by: Yaki Khadafi <elsoldollo@gmail.com>
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commit
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5 changed files with 14 additions and 14 deletions
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@ -7573,7 +7573,7 @@ SpellCastResult Spell::CanOpenLock(SpellEffectIndex effIndex, uint32 lockId, Ski
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skillId = SkillByLockType(LockType(lockInfo->Index[j]));
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if (skillId != SKILL_NONE)
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if (skillId != SKILL_NONE || skillId == MAX_SKILL_TYPE)
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{
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// skill bonus provided by casting spell (mostly item spells)
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// add the damage modifier from the spell casted (cheat lock / skeleton key etc.) (use m_currentBasePoints, CalculateDamage returns wrong value)
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@ -7581,8 +7581,10 @@ SpellCastResult Spell::CanOpenLock(SpellEffectIndex effIndex, uint32 lockId, Ski
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reqSkillValue = lockInfo->Skill[j];
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// castitem check: rogue using skeleton keys. the skill values should not be added in this case.
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skillValue = m_CastItem || m_caster->GetTypeId() != TYPEID_PLAYER ?
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0 : ((Player*)m_caster)->GetSkillValue(skillId);
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if (skillId == MAX_SKILL_TYPE)
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skillValue = m_CastItem || m_caster->GetTypeId() != TYPEID_PLAYER ? 0 : m_caster->getLevel() * 5;
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else
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skillValue = m_CastItem || m_caster->GetTypeId() != TYPEID_PLAYER ? 0 : ((Player*)m_caster)->GetSkillValue(skillId);
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skillValue += spellSkillBonus;
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