Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Server Code Submissions

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #3  
Old 03-08-2009, 12:45 PM
realityincarnate
Developer
 
Join Date: Dec 2007
Posts: 122
Default A minor adjustment

It looks like the first instrument code affected a couple of songs that aren't supposed to have requirements. The proper songs seem to have an instrument listed as both a component and a focus item. The following change fixes it for all the songs that I know of.

Code:
Index: zone/spells.cpp
===================================================================
--- zone/spells.cpp	(revision 376)
+++ zone/spells.cpp	(working copy)
@@ -882,8 +882,12 @@
 				// bard components are requirements for a certain instrument type, not a specific item
 				if(bard_song_mode) {
 					bool HasInstrument = true;
-					
-					switch (component) {
+					int InstComponent = spells[spell_id].NoexpendReagent[0];
+															
+					switch (InstComponent) {
+						case -1:
+							continue;		// no instrument required, go to next component
+						
 						// percussion songs (13000 = hand drum)
 						case 13000:
 							if(itembonuses.percussionMod == 0) {			// check for the appropriate instrument type
Reply With Quote
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 05:29 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3