Gem Perfection implemented:
- Add new DB table `skill_perfect_item_template` that holds information about "perfect" crafts that replace the normal result - Implement this new DB table into core (SkillExtraItems.cpp, SkillExtraItems.h, SpellEffects.cpp) - Add data about perfect crafts to new DB table (2015_09_11_00_world.sql) - Add reload capability to this new table (latch onto skill_extra_item_template to avoid changing command IDs) Random other change because I stumbled across it and it annoyed me: - npc_professions.cpp no longer uses magic numbers for quest IDs and creature IDs.
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@@ -749,12 +749,21 @@ public:
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return true;
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}
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static bool HandleReloadSkillExtraItemTemplateCommand(ChatHandler* handler, const char* /*args*/)
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static bool HandleReloadSkillPerfectItemTemplateCommand(ChatHandler* handler, const char* /*args*/)
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{ // latched onto HandleReloadSkillExtraItemTemplateCommand as it's part of that table group (and i don't want to chance all the command IDs)
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TC_LOG_INFO("misc", "Re-Loading Skill Perfection Data Table...");
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LoadSkillPerfectItemTable();
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handler->SendGlobalGMSysMessage("DB table `skill_perfect_item_template` (perfect item procs when crafting) reloaded.");
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return true;
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}
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static bool HandleReloadSkillExtraItemTemplateCommand(ChatHandler* handler, const char* args)
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{
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TC_LOG_INFO("misc", "Re-Loading Skill Extra Item Table...");
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LoadSkillExtraItemTable();
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handler->SendGlobalGMSysMessage("DB table `skill_extra_item_template` (extra item creation when crafting) reloaded.");
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return true;
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return HandleReloadSkillPerfectItemTemplateCommand(handler, args);
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}
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static bool HandleReloadSkillFishingBaseLevelCommand(ChatHandler* handler, const char* /*args*/)
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