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View Full Version : Fix for Recipe : Skill Needed


Drajor
01-26-2013, 10:15 AM
I am using the skillneeded field in 'tradeskill_recipe' and when I tested it I noticed that it not being checked in the source.

Change in tradeskills.cpp

Search for:

if ((spec.must_learn&0xF) == 1 && !spec.has_learnt) {
// Made up message for the client. Just giving a DNC is the other option.
user->Message(4, "You need to learn how to combine these first.");
EQApplicationPacket* outapp = new EQApplicationPacket(OP_TradeSkillCombine, 0);
user->QueuePacket(outapp);
safe_delete(outapp);
return;
}


And insert below:

// Character does not have the required skill.
if(spec.skill_needed > 0 && user->GetSkill(spec.tradeskill) < spec.skill_needed ) {
// Notify client.
user->Message(4, "You are not skilled enough.");
EQApplicationPacket* outapp = new EQApplicationPacket(OP_TradeSkillCombine, 0);
user->QueuePacket(outapp);
safe_delete(outapp);
return;
}

demonstar55
02-01-2013, 02:07 AM
This would be nice, especially since there are a bunch of GoD combines that are no fail but still require a min skill, but currently are doable with no skill...

cavedude
02-01-2013, 02:39 AM
This is committed Rev r2475.