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.
This commit is contained in:
treeston committed 2015-10-11 11:36:18 +02:00
1 parent 2415646d9e
commit 4771740d42
7 files changed
+340 -54

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@@ -749,12 +749,21 @@ public:
return true;
}
static bool HandleReloadSkillExtraItemTemplateCommand(ChatHandler* handler, const char* /*args*/)
static bool HandleReloadSkillPerfectItemTemplateCommand(ChatHandler* handler, const char* /*args*/)
{ // latched onto HandleReloadSkillExtraItemTemplateCommand as it's part of that table group (and i don't want to chance all the command IDs)
TC_LOG_INFO("misc", "Re-Loading Skill Perfection Data Table...");
LoadSkillPerfectItemTable();
handler->SendGlobalGMSysMessage("DB table `skill_perfect_item_template` (perfect item procs when crafting) reloaded.");
return true;
}
static bool HandleReloadSkillExtraItemTemplateCommand(ChatHandler* handler, const char* args)
{
TC_LOG_INFO("misc", "Re-Loading Skill Extra Item Table...");
LoadSkillExtraItemTable();
handler->SendGlobalGMSysMessage("DB table `skill_extra_item_template` (extra item creation when crafting) reloaded.");
return true;
return HandleReloadSkillPerfectItemTemplateCommand(handler, args);
}
static bool HandleReloadSkillFishingBaseLevelCommand(ChatHandler* handler, const char* /*args*/)