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Fixed Code (2)

This commit is contained in:
daniel0916 2014-04-19 16:10:05 +02:00
parent a6de7bf1cd
commit 11ff36c683

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@ -217,64 +217,64 @@ int cItem::GetEnchantability()
switch (m_ItemType) switch (m_ItemType)
{ {
case E_ITEM_WOODEN_SWORD: Enchantability = 15; case E_ITEM_WOODEN_SWORD: Enchantability = 15; break;
case E_ITEM_WOODEN_PICKAXE: Enchantability = 15; case E_ITEM_WOODEN_PICKAXE: Enchantability = 15; break;
case E_ITEM_WOODEN_SHOVEL: Enchantability = 15; case E_ITEM_WOODEN_SHOVEL: Enchantability = 15; break;
case E_ITEM_WOODEN_AXE: Enchantability = 15; case E_ITEM_WOODEN_AXE: Enchantability = 15; break;
case E_ITEM_WOODEN_HOE: Enchantability = 15; case E_ITEM_WOODEN_HOE: Enchantability = 15; break;
case E_ITEM_LEATHER_CAP: Enchantability = 15; case E_ITEM_LEATHER_CAP: Enchantability = 15; break;
case E_ITEM_LEATHER_TUNIC: Enchantability = 15; case E_ITEM_LEATHER_TUNIC: Enchantability = 15; break;
case E_ITEM_LEATHER_PANTS: Enchantability = 15; case E_ITEM_LEATHER_PANTS: Enchantability = 15; break;
case E_ITEM_LEATHER_BOOTS: Enchantability = 15; case E_ITEM_LEATHER_BOOTS: Enchantability = 15; break;
case E_ITEM_STONE_SWORD: Enchantability = 5; case E_ITEM_STONE_SWORD: Enchantability = 5; break;
case E_ITEM_STONE_PICKAXE: Enchantability = 5; case E_ITEM_STONE_PICKAXE: Enchantability = 5; break;
case E_ITEM_STONE_SHOVEL: Enchantability = 5; case E_ITEM_STONE_SHOVEL: Enchantability = 5; break;
case E_ITEM_STONE_AXE: Enchantability = 5; case E_ITEM_STONE_AXE: Enchantability = 5; break;
case E_ITEM_STONE_HOE: Enchantability = 5; case E_ITEM_STONE_HOE: Enchantability = 5; break;
case E_ITEM_IRON_HELMET: Enchantability = 9; case E_ITEM_IRON_HELMET: Enchantability = 9; break;
case E_ITEM_IRON_CHESTPLATE: Enchantability = 9; case E_ITEM_IRON_CHESTPLATE: Enchantability = 9; break;
case E_ITEM_IRON_LEGGINGS: Enchantability = 9; case E_ITEM_IRON_LEGGINGS: Enchantability = 9; break;
case E_ITEM_IRON_BOOTS: Enchantability = 9; case E_ITEM_IRON_BOOTS: Enchantability = 9; break;
case E_ITEM_IRON_SWORD: Enchantability = 14; case E_ITEM_IRON_SWORD: Enchantability = 14; break;
case E_ITEM_IRON_PICKAXE: Enchantability = 14; case E_ITEM_IRON_PICKAXE: Enchantability = 14; break;
case E_ITEM_IRON_SHOVEL: Enchantability = 14; case E_ITEM_IRON_SHOVEL: Enchantability = 14; break;
case E_ITEM_IRON_AXE: Enchantability = 14; case E_ITEM_IRON_AXE: Enchantability = 14; break;
case E_ITEM_IRON_HOE: Enchantability = 14; case E_ITEM_IRON_HOE: Enchantability = 14; break;
case E_ITEM_CHAIN_HELMET: Enchantability = 12; case E_ITEM_CHAIN_HELMET: Enchantability = 12; break;
case E_ITEM_CHAIN_CHESTPLATE: Enchantability = 12; case E_ITEM_CHAIN_CHESTPLATE: Enchantability = 12; break;
case E_ITEM_CHAIN_LEGGINGS: Enchantability = 12; case E_ITEM_CHAIN_LEGGINGS: Enchantability = 12; break;
case E_ITEM_CHAIN_BOOTS: Enchantability = 12; case E_ITEM_CHAIN_BOOTS: Enchantability = 12; break;
case E_ITEM_DIAMOND_HELMET: Enchantability = 10; case E_ITEM_DIAMOND_HELMET: Enchantability = 10; break;
case E_ITEM_DIAMOND_CHESTPLATE: Enchantability = 10; case E_ITEM_DIAMOND_CHESTPLATE: Enchantability = 10; break;
case E_ITEM_DIAMOND_LEGGINGS: Enchantability = 10; case E_ITEM_DIAMOND_LEGGINGS: Enchantability = 10; break;
case E_ITEM_DIAMOND_BOOTS: Enchantability = 10; case E_ITEM_DIAMOND_BOOTS: Enchantability = 10; break;
case E_ITEM_DIAMOND_SWORD: Enchantability = 10; case E_ITEM_DIAMOND_SWORD: Enchantability = 10; break;
case E_ITEM_DIAMOND_PICKAXE: Enchantability = 10; case E_ITEM_DIAMOND_PICKAXE: Enchantability = 10; break;
case E_ITEM_DIAMOND_SHOVEL: Enchantability = 10; case E_ITEM_DIAMOND_SHOVEL: Enchantability = 10; break;
case E_ITEM_DIAMOND_AXE: Enchantability = 10; case E_ITEM_DIAMOND_AXE: Enchantability = 10; break;
case E_ITEM_DIAMOND_HOE: Enchantability = 10; case E_ITEM_DIAMOND_HOE: Enchantability = 10; break;
case E_ITEM_GOLD_HELMET: Enchantability = 25; case E_ITEM_GOLD_HELMET: Enchantability = 25; break;
case E_ITEM_GOLD_CHESTPLATE: Enchantability = 25; case E_ITEM_GOLD_CHESTPLATE: Enchantability = 25; break;
case E_ITEM_GOLD_LEGGINGS: Enchantability = 25; case E_ITEM_GOLD_LEGGINGS: Enchantability = 25; break;
case E_ITEM_GOLD_BOOTS: Enchantability = 25; case E_ITEM_GOLD_BOOTS: Enchantability = 25; break;
case E_ITEM_GOLD_SWORD: Enchantability = 22; case E_ITEM_GOLD_SWORD: Enchantability = 22; break;
case E_ITEM_GOLD_PICKAXE: Enchantability = 22; case E_ITEM_GOLD_PICKAXE: Enchantability = 22; break;
case E_ITEM_GOLD_SHOVEL: Enchantability = 22; case E_ITEM_GOLD_SHOVEL: Enchantability = 22; break;
case E_ITEM_GOLD_AXE: Enchantability = 22; case E_ITEM_GOLD_AXE: Enchantability = 22; break;
case E_ITEM_GOLD_HOE: Enchantability = 22; case E_ITEM_GOLD_HOE: Enchantability = 22; break;
case E_ITEM_FISHING_ROD: Enchantability = 1; case E_ITEM_FISHING_ROD: Enchantability = 1; break;
case E_ITEM_BOW: Enchantability = 1; case E_ITEM_BOW: Enchantability = 1; break;
case E_ITEM_BOOK: Enchantability = 1; case E_ITEM_BOOK: Enchantability = 1; break;
} }
return Enchantability; return Enchantability;
@ -286,7 +286,7 @@ int cItem::GetEnchantability()
bool cItem::EnchantByXPLevels(int a_NumXPLevels) bool cItem::EnchantByXPLevels(int a_NumXPLevels)
{ {
if ((!cItem::IsEnchantable(m_ItemType)) && (m_ItemType != E_ITEM_BOOK)) if (!cItem::IsEnchantable(m_ItemType) && (m_ItemType != E_ITEM_BOOK))
{ {
return false; return false;
} }
@ -318,47 +318,43 @@ bool cItem::EnchantByXPLevels(int a_NumXPLevels)
// Next Enchantment (Second) // Next Enchantment (Second)
NewEnchantmentLevel = NewEnchantmentLevel / 2; NewEnchantmentLevel = NewEnchantmentLevel / 2;
float SecondEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100; float SecondEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100;
if (Random.NextFloat(100) <= SecondEnchantmentChance) if ((Random.NextFloat(100) > SecondEnchantmentChance) || (enchantments.size() == 0))
{ {
if (enchantments.size() > 0) return false;
{
cEnchantments Enchantment2 = cEnchantments::GetRandomEnchantmentFromVector(enchantments);
m_Enchantments.AddFromString(Enchantment2.ToString());
cEnchantments::RemoveEnchantmentWeightFromVector(enchantments, Enchantment2);
// Checking for conflicting enchantments
cEnchantments::CheckEnchantmentConflictsFromVector(enchantments, Enchantment2);
// Next Enchantment (Third)
NewEnchantmentLevel = NewEnchantmentLevel / 2;
float ThirdEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100;
if (Random.NextFloat(100) <= ThirdEnchantmentChance)
{
if (enchantments.size() > 0)
{
cEnchantments Enchantment3 = cEnchantments::GetRandomEnchantmentFromVector(enchantments);
m_Enchantments.AddFromString(Enchantment3.ToString());
cEnchantments::RemoveEnchantmentWeightFromVector(enchantments, Enchantment3);
// Checking for conflicting enchantments
cEnchantments::CheckEnchantmentConflictsFromVector(enchantments, Enchantment3);
// Next Enchantment (Fourth)
NewEnchantmentLevel = NewEnchantmentLevel / 2;
float FourthEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100;
if (Random.NextFloat(100) <= FourthEnchantmentChance)
{
if (enchantments.size() > 0)
{
cEnchantments Enchantment4 = cEnchantments::GetRandomEnchantmentFromVector(enchantments);
m_Enchantments.AddFromString(Enchantment4.ToString());
}
}
}
}
}
} }
cEnchantments Enchantment2 = cEnchantments::GetRandomEnchantmentFromVector(enchantments);
m_Enchantments.AddFromString(Enchantment2.ToString());
cEnchantments::RemoveEnchantmentWeightFromVector(enchantments, Enchantment2);
// Checking for conflicting enchantments
cEnchantments::CheckEnchantmentConflictsFromVector(enchantments, Enchantment2);
// Next Enchantment (Third)
NewEnchantmentLevel = NewEnchantmentLevel / 2;
float ThirdEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100;
if ((Random.NextFloat(100) > ThirdEnchantmentChance) || (enchantments.size() == 0))
{
return false;
}
cEnchantments Enchantment3 = cEnchantments::GetRandomEnchantmentFromVector(enchantments);
m_Enchantments.AddFromString(Enchantment3.ToString());
cEnchantments::RemoveEnchantmentWeightFromVector(enchantments, Enchantment3);
// Checking for conflicting enchantments
cEnchantments::CheckEnchantmentConflictsFromVector(enchantments, Enchantment3);
// Next Enchantment (Fourth)
NewEnchantmentLevel = NewEnchantmentLevel / 2;
float FourthEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100;
if ((Random.NextFloat(100) > FourthEnchantmentChance) || (enchantments.size() == 0))
{
return false;
}
cEnchantments Enchantment4 = cEnchantments::GetRandomEnchantmentFromVector(enchantments);
m_Enchantments.AddFromString(Enchantment4.ToString());
return true; return true;
} }