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Fixed enchanting return values.

Items are enchanted in those cases, so return true.
Ref.: #914.
This commit is contained in:
Mattes D 2014-04-21 06:41:11 +02:00
parent d80c082def
commit d7f88396e0
1 changed files with 3 additions and 3 deletions

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@ -320,7 +320,7 @@ bool cItem::EnchantByXPLevels(int a_NumXPLevels)
float SecondEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100;
if ((Random.NextFloat(100) > SecondEnchantmentChance) || (enchantments.size() == 0))
{
return false;
return true;
}
cEnchantments Enchantment2 = cEnchantments::GetRandomEnchantmentFromVector(enchantments);
@ -335,7 +335,7 @@ bool cItem::EnchantByXPLevels(int a_NumXPLevels)
float ThirdEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100;
if ((Random.NextFloat(100) > ThirdEnchantmentChance) || (enchantments.size() == 0))
{
return false;
return true;
}
cEnchantments Enchantment3 = cEnchantments::GetRandomEnchantmentFromVector(enchantments);
@ -350,7 +350,7 @@ bool cItem::EnchantByXPLevels(int a_NumXPLevels)
float FourthEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100;
if ((Random.NextFloat(100) > FourthEnchantmentChance) || (enchantments.size() == 0))
{
return false;
return true;
}
cEnchantments Enchantment4 = cEnchantments::GetRandomEnchantmentFromVector(enchantments);
m_Enchantments.AddFromString(Enchantment4.ToString());