Add support for vehicle scaling based on item level.
Requires database data. Fixes issue #2754 --HG-- branch : trunk
This commit is contained in:
@@ -703,6 +703,29 @@ struct ItemPrototype
|
||||
return 0;
|
||||
}
|
||||
|
||||
float GetItemLevelIncludingQuality() const
|
||||
{
|
||||
float itemLevel = (float)ItemLevel;
|
||||
switch (Quality)
|
||||
{
|
||||
case ITEM_QUALITY_POOR:
|
||||
case ITEM_QUALITY_NORMAL:
|
||||
case ITEM_QUALITY_UNCOMMON:
|
||||
case ITEM_QUALITY_ARTIFACT:
|
||||
case ITEM_QUALITY_HEIRLOOM:
|
||||
itemLevel -= 13; // leaving this as a separate statement since we do not know the real behavior in this case
|
||||
break;
|
||||
case ITEM_QUALITY_RARE:
|
||||
itemLevel -= 13;
|
||||
break;
|
||||
case ITEM_QUALITY_EPIC:
|
||||
case ITEM_QUALITY_LEGENDARY:
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return itemLevel;
|
||||
}
|
||||
|
||||
bool IsPotion() const { return Class == ITEM_CLASS_CONSUMABLE && SubClass == ITEM_SUBCLASS_POTION; }
|
||||
bool IsWeaponVellum() const { return Class == ITEM_CLASS_TRADE_GOODS && SubClass == ITEM_SUBCLASS_WEAPON_ENCHANTMENT; }
|
||||
bool IsArmorVellum() const { return Class == ITEM_CLASS_TRADE_GOODS && SubClass == ITEM_SUBCLASS_ARMOR_ENCHANTMENT; }
|
||||
|
||||
Reference in New Issue
Block a user