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Core/DBC:
Update DEFAULT_MAX_LEVEL to 85 Drop ItemClass.dbc(ues Item.db2) Signed-off-by: weclub <weclub@126.com>
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@@ -22,7 +22,7 @@
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// Client expected level limitation, like as used in DBC item max levels for "until max player level"
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// use as default max player level, must be fit max level for used client
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// also see MAX_LEVEL and STRONG_MAX_LEVEL define
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#define DEFAULT_MAX_LEVEL 80
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#define DEFAULT_MAX_LEVEL 85
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// client supported max level for player/pets/etc. Avoid overflow or client stability affected.
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// also see GT_MAX_LEVEL define
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@@ -17,11 +17,9 @@
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*/
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#include "DBCStores.h"
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#include "Log.h"
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#include "SharedDefines.h"
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#include "SpellMgr.h"
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#include "DBCfmt.h"
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#include <map>
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@@ -115,7 +113,6 @@ DBCStorage <ItemArmorQualityEntry> sItemArmorQualityStore(ItemArmorQualit
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DBCStorage <ItemArmorShieldEntry> sItemArmorShieldStore(ItemArmorShieldfmt);
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DBCStorage <ItemArmorTotalEntry> sItemArmorTotalStore(ItemArmorTotalfmt);
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DBCStorage <ItemBagFamilyEntry> sItemBagFamilyStore(ItemBagFamilyfmt);
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DBCStorage <ItemClassEntry> sItemClassStore(ItemClassfmt);
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//DBCStorage <ItemCondExtCostsEntry> sItemCondExtCostsStore(ItemCondExtCostsEntryfmt);
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DBCStorage <ItemDamageEntry> sItemDamageAmmoStore(ItemDamagefmt);
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DBCStorage <ItemDamageEntry> sItemDamageOneHandStore(ItemDamagefmt);
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@@ -413,7 +410,6 @@ void LoadDBCStores(const std::string& dataPath)
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LoadDBC(availableDbcLocales, bad_dbc_files, sItemDamageWandStore, dbcPath, "ItemDamageWand.dbc");//14545
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LoadDBC(availableDbcLocales, bad_dbc_files, sItemDisenchantLootStore, dbcPath, "ItemDisenchantLoot.dbc");
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LoadDBC(availableDbcLocales, bad_dbc_files, sItemClassStore, dbcPath,"ItemClass.dbc");//14545
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LoadDBC(availableDbcLocales, bad_dbc_files, sLFGDungeonStore, dbcPath, "LFGDungeons.dbc");//14545
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LoadDBC(availableDbcLocales, bad_dbc_files, sLockStore, dbcPath, "Lock.dbc");//14545
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LoadDBC(availableDbcLocales, bad_dbc_files, sPhaseStores, dbcPath, "Phase.dbc");//14545
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@@ -1153,27 +1153,6 @@ struct HolidaysEntry
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//uint32 unk54; // 54
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};
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/*struct ItemEntry
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{
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uint32 ID; // 0
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uint32 Class; // 1
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uint32 SubClass; // 2 some items have strnage subclasses
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int32 Unk0; // 3
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int32 Material; // 4
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uint32 DisplayId; // 5
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uint32 InventoryType; // 6
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uint32 Sheath; // 7
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};*/
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struct ItemClassEntry
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{
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//uint32 id; // 0
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uint32 Class; // 1 equal to id
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//uint32 unk2; // 2 looks like second class
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//uint32 unk3; // 3 1 for weapons
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//char* name; // 4
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};
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// common struct for:
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// ItemDamageAmmo.dbc
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// ItemDamageOneHand.dbc
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@@ -83,7 +83,6 @@ const char ItemArmorShieldfmt[]="nifffffff";
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const char ItemArmorTotalfmt[]="niffff";
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const char ItemDamagefmt[]="nfffffffi";
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const char ItemDisenchantLootfmt[]="niiiiii";
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const char ItemClassfmt[]="dixxx";
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//const char ItemDisplayTemplateEntryfmt[]="nxxxxxxxxxxixxxxxxxxxxx";
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//const char ItemCondExtCostsEntryfmt[]="xiii";
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const char ItemExtendedCostEntryfmt[]="niiiiiiiiiiiiiix";
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