Fixed Code
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@ -103,13 +103,13 @@ public:
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// tolua_end
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// tolua_end
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/** Add enchantment weights from item to the vector */
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/** Add enchantment weights from item to the vector */
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static void AddItemEnchantmentWeights(cWeightedEnchantments & a_Enchantments, short & a_ItemType, int a_EnchantmentLevel);
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static void AddItemEnchantmentWeights(cWeightedEnchantments & a_Enchantments, short a_ItemType, int a_EnchantmentLevel);
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/** Add a enchantment weight to the vector */
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/** Add a enchantment weight to the vector */
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static void AddEnchantmentWeightToVector(cWeightedEnchantments * a_Enchantments, int a_Weight, cEnchantments a_Enchantment);
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static void AddEnchantmentWeightToVector(cWeightedEnchantments * a_Enchantments, int a_Weight, int a_EnchantmentID, int a_EnchantmentLevel);
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/** Remove a enchantment weight from the vector */
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/** Remove a enchantment weight from the vector */
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static void RemoveEnchantmentWeightFromVector(cWeightedEnchantments * a_Enchantments, int a_EnchantmentID);
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static void RemoveEnchantmentWeightFromVector(cWeightedEnchantments & a_Enchantments, int a_EnchantmentID);
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static void RemoveEnchantmentWeightFromVector(cWeightedEnchantments * a_Enchantments, cEnchantments a_Enchantment);
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static void RemoveEnchantmentWeightFromVector(cWeightedEnchantments & a_Enchantments, const cEnchantments & a_Enchantment);
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/** Check enchantment conflicts from enchantments from the vector */
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/** Check enchantment conflicts from enchantments from the vector */
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static void CheckEnchantmentConflictsFromVector(cWeightedEnchantments & a_Enchantments, cEnchantments a_FirstEnchantment);
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static void CheckEnchantmentConflictsFromVector(cWeightedEnchantments & a_Enchantments, cEnchantments a_FirstEnchantment);
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162
src/Item.cpp
162
src/Item.cpp
@ -215,49 +215,66 @@ int cItem::GetEnchantability()
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{
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{
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int Enchantability = 0;
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int Enchantability = 0;
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if (m_ItemType == E_ITEM_WOODEN_SWORD || m_ItemType == E_ITEM_WOODEN_PICKAXE || m_ItemType == E_ITEM_WOODEN_SHOVEL || m_ItemType == E_ITEM_WOODEN_AXE || m_ItemType == E_ITEM_WOODEN_HOE)
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switch (m_ItemType)
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{
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{
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Enchantability = 15;
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case E_ITEM_WOODEN_SWORD: Enchantability = 15;
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}
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case E_ITEM_WOODEN_PICKAXE: Enchantability = 15;
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else if (m_ItemType == E_ITEM_LEATHER_CAP || m_ItemType == E_ITEM_LEATHER_TUNIC || m_ItemType == E_ITEM_LEATHER_PANTS || m_ItemType == E_ITEM_LEATHER_BOOTS)
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case E_ITEM_WOODEN_SHOVEL: Enchantability = 15;
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{
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case E_ITEM_WOODEN_AXE: Enchantability = 15;
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Enchantability = 15;
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case E_ITEM_WOODEN_HOE: Enchantability = 15;
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}
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else if (m_ItemType == E_ITEM_STONE_SWORD || m_ItemType == E_ITEM_STONE_PICKAXE || m_ItemType == E_ITEM_STONE_SHOVEL || m_ItemType == E_ITEM_STONE_AXE || m_ItemType == E_ITEM_STONE_HOE)
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case E_ITEM_LEATHER_CAP: Enchantability = 15;
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{
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case E_ITEM_LEATHER_TUNIC: Enchantability = 15;
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Enchantability = 5;
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case E_ITEM_LEATHER_PANTS: Enchantability = 15;
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}
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case E_ITEM_LEATHER_BOOTS: Enchantability = 15;
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else if (m_ItemType == E_ITEM_IRON_HELMET || m_ItemType == E_ITEM_IRON_CHESTPLATE || m_ItemType == E_ITEM_IRON_LEGGINGS || m_ItemType == E_ITEM_IRON_BOOTS)
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{
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case E_ITEM_STONE_SWORD: Enchantability = 5;
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Enchantability = 9;
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case E_ITEM_STONE_PICKAXE: Enchantability = 5;
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}
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case E_ITEM_STONE_SHOVEL: Enchantability = 5;
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else if (m_ItemType == E_ITEM_IRON_SWORD || m_ItemType == E_ITEM_IRON_PICKAXE || m_ItemType == E_ITEM_IRON_SHOVEL || m_ItemType == E_ITEM_IRON_AXE || m_ItemType == E_ITEM_IRON_HOE)
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case E_ITEM_STONE_AXE: Enchantability = 5;
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{
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case E_ITEM_STONE_HOE: Enchantability = 5;
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Enchantability = 14;
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}
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case E_ITEM_IRON_HELMET: Enchantability = 9;
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else if (m_ItemType == E_ITEM_CHAIN_HELMET || m_ItemType == E_ITEM_CHAIN_CHESTPLATE || m_ItemType == E_ITEM_CHAIN_LEGGINGS || m_ItemType == E_ITEM_CHAIN_BOOTS)
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case E_ITEM_IRON_CHESTPLATE: Enchantability = 9;
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{
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case E_ITEM_IRON_LEGGINGS: Enchantability = 9;
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Enchantability = 12;
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case E_ITEM_IRON_BOOTS: Enchantability = 9;
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}
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else if (m_ItemType == E_ITEM_DIAMOND_HELMET || m_ItemType == E_ITEM_DIAMOND_CHESTPLATE || m_ItemType == E_ITEM_DIAMOND_LEGGINGS || m_ItemType == E_ITEM_DIAMOND_BOOTS)
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case E_ITEM_IRON_SWORD: Enchantability = 14;
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{
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case E_ITEM_IRON_PICKAXE: Enchantability = 14;
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Enchantability = 10;
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case E_ITEM_IRON_SHOVEL: Enchantability = 14;
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}
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case E_ITEM_IRON_AXE: Enchantability = 14;
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else if (m_ItemType == E_ITEM_DIAMOND_SWORD || m_ItemType == E_ITEM_DIAMOND_PICKAXE || m_ItemType == E_ITEM_DIAMOND_SHOVEL || m_ItemType == E_ITEM_DIAMOND_AXE || m_ItemType == E_ITEM_DIAMOND_HOE)
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case E_ITEM_IRON_HOE: Enchantability = 14;
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{
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Enchantability = 10;
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case E_ITEM_CHAIN_HELMET: Enchantability = 12;
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}
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case E_ITEM_CHAIN_CHESTPLATE: Enchantability = 12;
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else if (m_ItemType == E_ITEM_GOLD_HELMET || m_ItemType == E_ITEM_GOLD_CHESTPLATE || m_ItemType == E_ITEM_GOLD_LEGGINGS || m_ItemType == E_ITEM_GOLD_BOOTS)
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case E_ITEM_CHAIN_LEGGINGS: Enchantability = 12;
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{
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case E_ITEM_CHAIN_BOOTS: Enchantability = 12;
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Enchantability = 25;
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}
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case E_ITEM_DIAMOND_HELMET: Enchantability = 10;
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else if (m_ItemType == E_ITEM_GOLD_SWORD || m_ItemType == E_ITEM_GOLD_PICKAXE || m_ItemType == E_ITEM_GOLD_SHOVEL || m_ItemType == E_ITEM_GOLD_AXE || m_ItemType == E_ITEM_GOLD_HOE)
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case E_ITEM_DIAMOND_CHESTPLATE: Enchantability = 10;
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{
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case E_ITEM_DIAMOND_LEGGINGS: Enchantability = 10;
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Enchantability = 22;
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case E_ITEM_DIAMOND_BOOTS: Enchantability = 10;
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}
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else if (m_ItemType == E_ITEM_FISHING_ROD || m_ItemType == E_ITEM_BOW || m_ItemType == E_ITEM_BOOK)
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case E_ITEM_DIAMOND_SWORD: Enchantability = 10;
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{
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case E_ITEM_DIAMOND_PICKAXE: Enchantability = 10;
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Enchantability = 1;
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case E_ITEM_DIAMOND_SHOVEL: Enchantability = 10;
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case E_ITEM_DIAMOND_AXE: Enchantability = 10;
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case E_ITEM_DIAMOND_HOE: Enchantability = 10;
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case E_ITEM_GOLD_HELMET: Enchantability = 25;
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case E_ITEM_GOLD_CHESTPLATE: Enchantability = 25;
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case E_ITEM_GOLD_LEGGINGS: Enchantability = 25;
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case E_ITEM_GOLD_BOOTS: Enchantability = 25;
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case E_ITEM_GOLD_SWORD: Enchantability = 22;
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case E_ITEM_GOLD_PICKAXE: Enchantability = 22;
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case E_ITEM_GOLD_SHOVEL: Enchantability = 22;
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case E_ITEM_GOLD_AXE: Enchantability = 22;
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case E_ITEM_GOLD_HOE: Enchantability = 22;
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case E_ITEM_FISHING_ROD: Enchantability = 1;
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case E_ITEM_BOW: Enchantability = 1;
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case E_ITEM_BOOK: Enchantability = 1;
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}
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}
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return Enchantability;
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return Enchantability;
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@ -269,7 +286,7 @@ int cItem::GetEnchantability()
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bool cItem::EnchantByXPLevels(int a_NumXPLevels)
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bool cItem::EnchantByXPLevels(int a_NumXPLevels)
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{
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{
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if (!cItem::IsEnchantable(m_ItemType) && m_ItemType != E_ITEM_BOOK)
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if ((!cItem::IsEnchantable(m_ItemType)) && (m_ItemType != E_ITEM_BOOK))
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{
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{
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return false;
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return false;
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}
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}
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@ -284,9 +301,14 @@ bool cItem::EnchantByXPLevels(int a_NumXPLevels)
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cWeightedEnchantments enchantments;
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cWeightedEnchantments enchantments;
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cEnchantments::AddItemEnchantmentWeights(enchantments, m_ItemType, FinalEnchantmentLevel);
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cEnchantments::AddItemEnchantmentWeights(enchantments, m_ItemType, FinalEnchantmentLevel);
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if (m_ItemType == E_ITEM_BOOK)
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{
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m_ItemType = E_ITEM_ENCHANTED_BOOK;
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}
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cEnchantments Enchantment1 = cEnchantments::GetRandomEnchantmentFromVector(enchantments);
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cEnchantments Enchantment1 = cEnchantments::GetRandomEnchantmentFromVector(enchantments);
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m_Enchantments.AddFromString(Enchantment1.ToString());
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m_Enchantments.AddFromString(Enchantment1.ToString());
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cEnchantments::RemoveEnchantmentWeightFromVector(&enchantments, Enchantment1);
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cEnchantments::RemoveEnchantmentWeightFromVector(enchantments, Enchantment1);
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// Checking for conflicting enchantments
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// Checking for conflicting enchantments
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cEnchantments::CheckEnchantmentConflictsFromVector(enchantments, Enchantment1);
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cEnchantments::CheckEnchantmentConflictsFromVector(enchantments, Enchantment1);
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@ -302,38 +324,38 @@ bool cItem::EnchantByXPLevels(int a_NumXPLevels)
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{
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{
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cEnchantments Enchantment2 = cEnchantments::GetRandomEnchantmentFromVector(enchantments);
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cEnchantments Enchantment2 = cEnchantments::GetRandomEnchantmentFromVector(enchantments);
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m_Enchantments.AddFromString(Enchantment2.ToString());
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m_Enchantments.AddFromString(Enchantment2.ToString());
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cEnchantments::RemoveEnchantmentWeightFromVector(&enchantments, Enchantment2);
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cEnchantments::RemoveEnchantmentWeightFromVector(enchantments, Enchantment2);
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// Checking for conflicting enchantments
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// Checking for conflicting enchantments
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cEnchantments::CheckEnchantmentConflictsFromVector(enchantments, Enchantment2);
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cEnchantments::CheckEnchantmentConflictsFromVector(enchantments, Enchantment2);
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}
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}
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// Next Enchantment (Third)
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// Next Enchantment (Third)
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NewEnchantmentLevel = NewEnchantmentLevel / 2;
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NewEnchantmentLevel = NewEnchantmentLevel / 2;
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float ThirdEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100;
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float ThirdEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100;
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if (Random.NextFloat(100) <= ThirdEnchantmentChance)
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if (Random.NextFloat(100) <= ThirdEnchantmentChance)
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{
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{
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if (enchantments.size() > 0)
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if (enchantments.size() > 0)
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{
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{
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cEnchantments Enchantment3 = cEnchantments::GetRandomEnchantmentFromVector(enchantments);
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cEnchantments Enchantment3 = cEnchantments::GetRandomEnchantmentFromVector(enchantments);
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m_Enchantments.AddFromString(Enchantment3.ToString());
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m_Enchantments.AddFromString(Enchantment3.ToString());
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cEnchantments::RemoveEnchantmentWeightFromVector(&enchantments, Enchantment3);
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cEnchantments::RemoveEnchantmentWeightFromVector(enchantments, Enchantment3);
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// Checking for conflicting enchantments
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// Checking for conflicting enchantments
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cEnchantments::CheckEnchantmentConflictsFromVector(enchantments, Enchantment3);
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cEnchantments::CheckEnchantmentConflictsFromVector(enchantments, Enchantment3);
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}
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}
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// Next Enchantment (Fourth)
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// Next Enchantment (Fourth)
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NewEnchantmentLevel = NewEnchantmentLevel / 2;
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NewEnchantmentLevel = NewEnchantmentLevel / 2;
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float FourthEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100;
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float FourthEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100;
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if (Random.NextFloat(100) <= FourthEnchantmentChance)
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if (Random.NextFloat(100) <= FourthEnchantmentChance)
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{
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{
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if (enchantments.size() > 0)
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if (enchantments.size() > 0)
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{
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{
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cEnchantments Enchantment4 = cEnchantments::GetRandomEnchantmentFromVector(enchantments);
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cEnchantments Enchantment4 = cEnchantments::GetRandomEnchantmentFromVector(enchantments);
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m_Enchantments.AddFromString(Enchantment4.ToString());
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m_Enchantments.AddFromString(Enchantment4.ToString());
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}
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}
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}
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}
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}
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}
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}
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}
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@ -783,7 +783,8 @@ void cSlotAreaEnchanting::OnPlayerRemoved(cPlayer & a_Player)
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{
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{
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// Toss the item in the enchanting slot
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// Toss the item in the enchanting slot
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TossItems(a_Player, 0, 1);
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TossItems(a_Player, 0, 1);
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// Player not found - that is acceptable
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super::OnPlayerRemoved(a_Player);
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}
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}
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@ -838,7 +839,7 @@ int cSlotAreaEnchanting::GetBookshelvesCount(cWorld * a_World)
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static const struct
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static const struct
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{
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{
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int m_BookX, m_BookY, m_BookZ; // Coords to check for bookcases
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int m_BookX, m_BookY, m_BookZ; // Coords to check for bookcases
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int m_AirX, m_AirY, m_AirZ; // Coords to check for air; if not air, the bookcase won\'t be counted
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int m_AirX, m_AirY, m_AirZ; // Coords to check for air; if not air, the bookcase won't be counted
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} CheckCoords[] =
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} CheckCoords[] =
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{
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{
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{ 0, 0, 0, 1, 0, 1 }, // Bookcase at {0, 0, 0}, air at {1, 0, 1}
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{ 0, 0, 0, 1, 0, 1 }, // Bookcase at {0, 0, 0}, air at {1, 0, 1}
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@ -826,11 +826,7 @@ void cEnchantingWindow::SetProperty(int a_Property, int a_Value)
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{
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{
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m_PropertyValue[a_Property] = a_Value;
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m_PropertyValue[a_Property] = a_Value;
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cCSLock Lock(m_CS);
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super::SetProperty(a_Property, a_Value);
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for (cPlayerList::iterator itr = m_OpenedBy.begin(), end = m_OpenedBy.end(); itr != end; ++itr)
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{
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(*itr)->GetClientHandle()->SendWindowProperty(*this, a_Property, a_Value);
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} // for itr - m_OpenedBy[]
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}
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}
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@ -841,7 +837,7 @@ void cEnchantingWindow::SetProperty(int a_Property, int a_Value, cPlayer & a_Pla
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{
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{
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m_PropertyValue[a_Property] = a_Value;
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m_PropertyValue[a_Property] = a_Value;
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a_Player.GetClientHandle()->SendWindowProperty(*this, a_Property, a_Value);
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super::SetProperty(a_Property, a_Value, a_Player);
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}
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}
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