Fixed enchanting return values.
Items are enchanted in those cases, so return true. Ref.: #914.
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@ -320,7 +320,7 @@ bool cItem::EnchantByXPLevels(int a_NumXPLevels)
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float SecondEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100;
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float SecondEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100;
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if ((Random.NextFloat(100) > SecondEnchantmentChance) || (enchantments.size() == 0))
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if ((Random.NextFloat(100) > SecondEnchantmentChance) || (enchantments.size() == 0))
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{
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{
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return false;
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return true;
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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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@ -335,7 +335,7 @@ bool cItem::EnchantByXPLevels(int a_NumXPLevels)
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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) || (enchantments.size() == 0))
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if ((Random.NextFloat(100) > ThirdEnchantmentChance) || (enchantments.size() == 0))
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{
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{
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return false;
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return true;
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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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@ -350,7 +350,7 @@ bool cItem::EnchantByXPLevels(int a_NumXPLevels)
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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) || (enchantments.size() == 0))
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if ((Random.NextFloat(100) > FourthEnchantmentChance) || (enchantments.size() == 0))
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{
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{
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return false;
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return true;
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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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