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Code Style (game + scripts only):
">=" --> " >= " (when needed) " >=" --> " >=" ">= " --> ">= " "<=" --> " <= " (when needed) " <=" --> " <=" "<= " --> "<= " " ==" --> " ==" "== " --> "== " --HG-- branch : trunk
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@@ -2105,7 +2105,7 @@ void Spell::EffectDummy(uint32 i)
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spell_id=48289;
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}
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// Raise dead - take reagents and trigger summon spells
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else if (m_spellInfo->Id == 48289)
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else if (m_spellInfo->Id == 48289)
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{
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if (m_targets.HasDst())
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targets.setDst(&m_targets.m_dstPos);
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@@ -3051,7 +3051,7 @@ void Spell::DoCreateItem(uint32 i, uint32 itemtype)
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if (canCreateExtraItems(player, m_spellInfo->Id, additionalCreateChance, additionalMaxNum))
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{
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// roll with this chance till we roll not to create or we create the max num
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while (roll_chance_f(additionalCreateChance) && items_count<=additionalMaxNum)
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while (roll_chance_f(additionalCreateChance) && items_count <= additionalMaxNum)
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++items_count;
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}
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@@ -4156,15 +4156,15 @@ void Spell::EffectEnchantItemTmp(uint32 i)
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switch(damage)
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{
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// Rank 1
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case 2: spell_id = 36744; break; // 0% [ 7% == 2, 14% == 2, 20% == 2]
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case 2: spell_id = 36744; break; // 0% [ 7% == 2, 14% == 2, 20% == 2]
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// Rank 2
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case 4: spell_id = 36753; break; // 0% [ 7% == 4, 14% == 4]
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case 4: spell_id = 36753; break; // 0% [ 7% == 4, 14% == 4]
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case 5: spell_id = 36751; break; // 20%
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// Rank 3
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case 6: spell_id = 36754; break; // 0% [ 7% == 6, 14% == 6]
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case 6: spell_id = 36754; break; // 0% [ 7% == 6, 14% == 6]
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case 7: spell_id = 36755; break; // 20%
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// Rank 4
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case 9: spell_id = 36761; break; // 0% [ 7% == 6]
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case 9: spell_id = 36761; break; // 0% [ 7% == 6]
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case 10: spell_id = 36758; break; // 14%
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case 11: spell_id = 36760; break; // 20%
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default:
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