Corpse::Corpse(Client* client, int32 in_rezexp) : Mob ( "Unnamed_Corpse", // const char* in_name, "", // const char* in_lastname, 0, // int32 in_cur_hp, 0, // int32 in_max_hp, client->GetGender(), // uint8 in_gender, client->GetRace(), // uint16 in_race, client->GetClass(), // uint8 in_class, BT_Humanoid, // bodyType in_bodytype, client->GetDeity(), // uint8 in_deity, client->GetLevel(), // uint8 in_level, 0, // uint32 in_npctype_id, client->GetSize(), // float in_size, 0, // float in_runspeed, client->GetPosition(), client->GetInnateLightType(), // uint8 in_light, - verified for client innate_light value client->GetTexture(), // uint8 in_texture, client->GetHelmTexture(), // uint8 in_helmtexture, 0, // uint16 in_ac, 0, // uint16 in_atk, 0, // uint16 in_str, 0, // uint16 in_sta, 0, // uint16 in_dex, 0, // uint16 in_agi, 0, // uint16 in_int, 0, // uint16 in_wis, 0, // uint16 in_cha, client->GetPP().haircolor, // uint8 in_haircolor, client->GetPP().beardcolor, // uint8 in_beardcolor, client->GetPP().eyecolor1, // uint8 in_eyecolor1, // the eyecolors always seem to be the same, maybe left and right eye? client->GetPP().eyecolor2, // uint8 in_eyecolor2, client->GetPP().hairstyle, // uint8 in_hairstyle, client->GetPP().face, // uint8 in_luclinface, client->GetPP().beard, // uint8 in_beard, client->GetPP().drakkin_heritage, // uint32 in_drakkin_heritage, client->GetPP().drakkin_tattoo, // uint32 in_drakkin_tattoo, client->GetPP().drakkin_details, // uint32 in_drakkin_details, EQEmu::TintProfile(), // uint32 in_armor_tint[_MaterialCount], 0xff, // uint8 in_aa_title, 0, // uint8 in_see_invis, // see through invis 0, // uint8 in_see_invis_undead, // see through invis vs. undead 0, // uint8 in_see_hide, 0, // uint8 in_see_improved_hide, 0, // int32 in_hp_regen, 0, // int32 in_mana_regen, 0, // uint8 in_qglobal, 0, // uint8 in_maxlevel, 0, // uint32 in_scalerate 0, // uint8 in_armtexture, 0, // uint8 in_bracertexture, 0, // uint8 in_handtexture, 0, // uint8 in_legtexture, 0 // uint8 in_feettexture, ), corpse_decay_timer(RuleI(Character, CorpseDecayTimeMS)), corpse_rez_timer(RuleI(Character, CorpseResTimeMS)), corpse_delay_timer(RuleI(NPC, CorpseUnlockTimer)), corpse_graveyard_timer(RuleI(Zone, GraveyardTimeMS)), loot_cooldown_timer(10) { int i; PlayerProfile_Struct *pp = &client->GetPP(); EQEmu::ItemInstance *item; /* Check if Zone has Graveyard First */ if(!zone->HasGraveyard()) { corpse_graveyard_timer.Disable(); } for (i = 0; i < MAX_LOOTERS; i++){ allowed_looters[i] = 0; } is_corpse_changed = true; rez_experience = in_rezexp; can_corpse_be_rezzed = true; is_player_corpse = true; is_locked = false; being_looted_by = 0xFFFFFFFF; char_id = client->CharacterID(); corpse_db_id = 0; player_corpse_depop = false; copper = 0; silver = 0; gold = 0; platinum = 0; strcpy(corpse_name, pp->name); strcpy(name, pp->name); /* become_npc was not being initialized which led to some pretty funky things with newly created corpses */ become_npc = false; SetPlayerKillItemID(0); /* Check Rule to see if we can leave corpses */ if(!RuleB(Character, LeaveNakedCorpses) || RuleB(Character, LeaveCorpses) && GetLevel() >= RuleI(Character, DeathItemLossLevel)) { // cash // Let's not move the cash when 'RespawnFromHover = true' && 'client->GetClientVersion() < EQClientSoF' since the client doesn't. // (change to first client that supports 'death hover' mode, if not SoF.) if (!RuleB(Character, RespawnFromHover) || client->ClientVersion() < EQEmu::versions::ClientVersion::SoF) { SetCash(pp->copper, pp->silver, pp->gold, pp->platinum); pp->copper = 0; pp->silver = 0; pp->gold = 0; pp->platinum = 0; } // get their tints memcpy(&item_tint.Slot, &client->GetPP().item_tint, sizeof(item_tint)); // TODO soulbound items need not be added to corpse, but they need // to go into the regular slots on the player, out of bags std::list<uint32> removed_list; for (i = EQEmu::inventory::slotBegin; i < EQEmu::legacy::TYPE_POSSESSIONS_SIZE; ++i) { if (i == EQEmu::inventory::slotAmmo && client->ClientVersion() >= EQEmu::versions::ClientVersion::SoF) { item = client->GetInv().GetItem(EQEmu::inventory::slotPowerSource); if (item != nullptr) { if (!client->IsBecomeNPC() || (client->IsBecomeNPC() && !item->GetItem()->NoRent)) MoveItemToCorpse(client, item, EQEmu::inventory::slotPowerSource, removed_list); } } item = client->GetInv().GetItem(i); if (item == nullptr) { continue; } if(!client->IsBecomeNPC() || (client->IsBecomeNPC() && !item->GetItem()->NoRent)) MoveItemToCorpse(client, item, i, removed_list); } database.TransactionBegin(); // I have an untested process that avoids this snarl up when all possessions inventory is removed..but this isn't broke if (!removed_list.empty()) { std::stringstream ss(""); ss << "DELETE FROM inventory WHERE charid=" << client->CharacterID(); ss << " AND ("; std::list<uint32>::const_iterator iter = removed_list.begin(); bool first = true; while (iter != removed_list.end()) { if (first) { first = false; } else { ss << " OR "; } ss << "slotid=" << (*iter); ++iter; } ss << ")"; database.QueryDatabase(ss.str().c_str()); } auto start = client->GetInv().cursor_cbegin(); auto finish = client->GetInv().cursor_cend(); database.SaveCursor(client->CharacterID(), start, finish); client->CalcBonuses(); client->Save(); IsRezzed(false); Save(); database.TransactionCommit(); UpdateEquipmentLight(); UpdateActiveLight(); return; } //end "not leaving naked corpses" UpdateEquipmentLight(); UpdateActiveLight(); IsRezzed(false); Save(); }
void Corpse::LootItem(Client *client, const EQApplicationPacket *app) { auto lootitem = (LootingItem_Struct *)app->pBuffer; if (!loot_cooldown_timer.Check()) { client->QueuePacket(app); SendEndLootErrorPacket(client); // unlock corpse for others if (IsBeingLootedBy(client)) ResetLooter(); return; } /* To prevent item loss for a player using 'Loot All' who doesn't have inventory space for all their items. */ if (RuleB(Character, CheckCursorEmptyWhenLooting) && !client->GetInv().CursorEmpty()) { client->Message(13, "You may not loot an item while you have an item on your cursor."); client->QueuePacket(app); SendEndLootErrorPacket(client); /* Unlock corpse for others */ if (IsBeingLootedBy(client)) ResetLooter(); return; } if (!IsBeingLootedBy(client)) { client->Message(13, "Error: Corpse::LootItem: BeingLootedBy != client"); client->QueuePacket(app); SendEndLootErrorPacket(client); return; } if (IsPlayerCorpse() && !CanPlayerLoot(client->CharacterID()) && !become_npc && (char_id != client->CharacterID() && client->Admin() < 150)) { client->Message(13, "Error: This is a player corpse and you dont own it."); client->QueuePacket(app); SendEndLootErrorPacket(client); return; } if (is_locked && client->Admin() < 100) { client->QueuePacket(app); SendLootReqErrorPacket(client, LootResponse::SomeoneElse); client->Message(13, "Error: Corpse locked by GM."); return; } if (IsPlayerCorpse() && (char_id != client->CharacterID()) && CanPlayerLoot(client->CharacterID()) && GetPlayerKillItem() == 0) { client->Message(13, "Error: You cannot loot any more items from this corpse."); client->QueuePacket(app); SendEndLootErrorPacket(client); ResetLooter(); return; } const EQEmu::ItemData *item = 0; EQEmu::ItemInstance *inst = 0; ServerLootItem_Struct *item_data = nullptr, *bag_item_data[10]; memset(bag_item_data, 0, sizeof(bag_item_data)); if (GetPlayerKillItem() > 1) { item = database.GetItem(GetPlayerKillItem()); } else if (GetPlayerKillItem() == -1 || GetPlayerKillItem() == 1) { item_data = GetItem(lootitem->slot_id - EQEmu::legacy::CORPSE_BEGIN); // dont allow them to loot entire bags of items as pvp reward } else { item_data = GetItem(lootitem->slot_id - EQEmu::legacy::CORPSE_BEGIN, bag_item_data); } if (GetPlayerKillItem() <= 1 && item_data != 0) { item = database.GetItem(item_data->item_id); } if (item != 0) { if (item_data) { inst = database.CreateItem(item, item_data ? item_data->charges : 0, item_data->aug_1, item_data->aug_2, item_data->aug_3, item_data->aug_4, item_data->aug_5, item_data->aug_6, item_data->attuned); } else { inst = database.CreateItem(item); } } if (client && inst) { if (client->CheckLoreConflict(item)) { client->Message_StringID(0, LOOT_LORE_ERROR); client->QueuePacket(app); SendEndLootErrorPacket(client); ResetLooter(); delete inst; return; } if (inst->IsAugmented()) { for (int i = EQEmu::inventory::socketBegin; i < EQEmu::inventory::SocketCount; i++) { EQEmu::ItemInstance *itm = inst->GetAugment(i); if (itm) { if (client->CheckLoreConflict(itm->GetItem())) { client->Message_StringID(0, LOOT_LORE_ERROR); client->QueuePacket(app); SendEndLootErrorPacket(client); ResetLooter(); delete inst; return; } } } } char buf[88]; char q_corpse_name[64]; strcpy(q_corpse_name, corpse_name); snprintf(buf, 87, "%d %d %s", inst->GetItem()->ID, inst->GetCharges(), EntityList::RemoveNumbers(q_corpse_name)); buf[87] = '\0'; std::vector<EQEmu::Any> args; args.push_back(inst); args.push_back(this); if (parse->EventPlayer(EVENT_LOOT, client, buf, 0, &args) != 0) { lootitem->auto_loot = -1; client->Message_StringID(CC_Red, LOOT_NOT_ALLOWED, inst->GetItem()->Name); client->QueuePacket(app); delete inst; return; } // do we want this to have a fail option too? parse->EventItem(EVENT_LOOT, client, inst, this, buf, 0); // safe to ACK now client->QueuePacket(app); if (!IsPlayerCorpse() && RuleB(Character, EnableDiscoveredItems)) { if (client && !client->GetGM() && !client->IsDiscovered(inst->GetItem()->ID)) client->DiscoverItem(inst->GetItem()->ID); } if (zone->adv_data) { ServerZoneAdventureDataReply_Struct *ad = (ServerZoneAdventureDataReply_Struct *)zone->adv_data; if (ad->type == Adventure_Collect && !IsPlayerCorpse()) { if (ad->data_id == inst->GetItem()->ID) { zone->DoAdventureCountIncrease(); } } } /* First add it to the looter - this will do the bag contents too */ if (lootitem->auto_loot > 0) { if (!client->AutoPutLootInInventory(*inst, true, true, bag_item_data)) client->PutLootInInventory(EQEmu::inventory::slotCursor, *inst, bag_item_data); } else { client->PutLootInInventory(EQEmu::inventory::slotCursor, *inst, bag_item_data); } /* Update any tasks that have an activity to loot this item */ if (RuleB(TaskSystem, EnableTaskSystem)) client->UpdateTasksForItem(ActivityLoot, item->ID); /* Remove it from Corpse */ if (item_data) { /* Delete needs to be before RemoveItem because its deletes the pointer for * item_data/bag_item_data */ database.DeleteItemOffCharacterCorpse(this->corpse_db_id, item_data->equip_slot, item_data->item_id); /* Delete Item Instance */ RemoveItem(item_data->lootslot); } /* Remove Bag Contents */ if (item->IsClassBag() && (GetPlayerKillItem() != -1 || GetPlayerKillItem() != 1)) { for (int i = EQEmu::inventory::containerBegin; i < EQEmu::inventory::ContainerCount; i++) { if (bag_item_data[i]) { /* Delete needs to be before RemoveItem because its deletes the pointer for * item_data/bag_item_data */ database.DeleteItemOffCharacterCorpse(this->corpse_db_id, bag_item_data[i]->equip_slot, bag_item_data[i]->item_id); /* Delete Item Instance */ RemoveItem(bag_item_data[i]); } } } if (GetPlayerKillItem() != -1) { SetPlayerKillItemID(0); } /* Send message with item link to groups and such */ EQEmu::SayLinkEngine linker; linker.SetLinkType(EQEmu::saylink::SayLinkItemInst); linker.SetItemInst(inst); auto item_link = linker.GenerateLink(); client->Message_StringID(MT_LootMessages, LOOTED_MESSAGE, item_link.c_str()); if (!IsPlayerCorpse()) { Group *g = client->GetGroup(); if (g != nullptr) { g->GroupMessage_StringID(client, MT_LootMessages, OTHER_LOOTED_MESSAGE, client->GetName(), item_link.c_str()); } else { Raid *r = client->GetRaid(); if (r != nullptr) { r->RaidMessage_StringID(client, MT_LootMessages, OTHER_LOOTED_MESSAGE, client->GetName(), item_link.c_str()); } } } } else { SendEndLootErrorPacket(client); safe_delete(inst); return; } if (IsPlayerCorpse()) { client->SendItemLink(inst); } else { client->SendItemLink(inst, true); } safe_delete(inst); }
void Client::GoFish() { //TODO: generate a message if we're already fishing /*if (!fishing_timer.Check()) { //this isn't the right check, may need to add something to the Client class like 'bool is_fishing' Message_StringID(0, ALREADY_FISHING); //You are already fishing! return; }*/ fishing_timer.Disable(); //we're doing this a second time (1st in Client::Handle_OP_Fishing) to make sure that, between when we started fishing & now, we're still able to fish (in case we move, change equip, etc) if (!CanFish()) //if we can't fish here, we don't need to bother with the rest return; //multiple entries yeilds higher probability of dropping... uint32 common_fish_ids[MAX_COMMON_FISH_IDS] = { 1038, // Tattered Cloth Sandals 1038, // Tattered Cloth Sandals 1038, // Tattered Cloth Sandals 13019, // Fresh Fish 13076, // Fish Scales 13076, // Fish Scales 7007, // Rusty Dagger 7007, // Rusty Dagger 7007 // Rusty Dagger }; //success formula is not researched at all int fishing_skill = GetSkill(EQEmu::skills::SkillFishing); //will take into account skill bonuses on pole & bait //make sure we still have a fishing pole on: int32 bslot = m_inv.HasItemByUse(EQEmu::item::ItemTypeFishingBait, 1, invWhereWorn | invWherePersonal); const EQEmu::ItemInstance* Bait = nullptr; if (bslot != INVALID_INDEX) Bait = m_inv.GetItem(bslot); //if the bait isnt equipped, need to add its skill bonus if (bslot >= EQEmu::legacy::GENERAL_BEGIN && Bait != nullptr && Bait->GetItem()->SkillModType == EQEmu::skills::SkillFishing) { fishing_skill += Bait->GetItem()->SkillModValue; } if (fishing_skill > 100) { fishing_skill = 100+((fishing_skill-100)/2); } if (zone->random.Int(0,175) < fishing_skill) { uint32 food_id = 0; //25% chance to fish an item. if (zone->random.Int(0, 399) <= fishing_skill ) { uint32 npc_id = 0; uint8 npc_chance = 0; food_id = database.GetZoneFishing(m_pp.zone_id, fishing_skill, npc_id, npc_chance); //check for add NPC if(npc_chance > 0 && npc_id) { if(npc_chance < zone->random.Int(0, 99)) { const NPCType* tmp = database.LoadNPCTypesData(npc_id); if(tmp != nullptr) { auto positionNPC = GetPosition(); positionNPC.x = positionNPC.x + 3; auto npc = new NPC(tmp, nullptr, positionNPC, FlyMode3); npc->AddLootTable(); npc->AddToHateList(this, 1, 0, false); // no help yelling entity_list.AddNPC(npc); Message(MT_Emote, "You fish up a little more than you bargained for..."); } } } } //consume bait, should we always consume bait on success? DeleteItemInInventory(bslot, 1, true); //do we need client update? if(food_id == 0) { int index = zone->random.Int(0, MAX_COMMON_FISH_IDS-1); food_id = common_fish_ids[index]; } const EQEmu::ItemData* food_item = database.GetItem(food_id); Message_StringID(MT_Skills, FISHING_SUCCESS); EQEmu::ItemInstance* inst = database.CreateItem(food_item, 1); if(inst != nullptr) { if(CheckLoreConflict(inst->GetItem())) { Message_StringID(0, DUP_LORE); safe_delete(inst); } else { PushItemOnCursor(*inst); SendItemPacket(EQEmu::inventory::slotCursor, inst, ItemPacketLimbo); if(RuleB(TaskSystem, EnableTaskSystem)) UpdateTasksForItem(ActivityFish, food_id); safe_delete(inst); inst = m_inv.GetItem(EQEmu::inventory::slotCursor); } if(inst) { std::vector<EQEmu::Any> args; args.push_back(inst); parse->EventPlayer(EVENT_FISH_SUCCESS, this, "", inst->GetID(), &args); } } } else { //chance to use bait when you dont catch anything... if (zone->random.Int(0, 4) == 1) { DeleteItemInInventory(bslot, 1, true); //do we need client update? Message_StringID(MT_Skills, FISHING_LOST_BAIT); //You lost your bait! } else { if (zone->random.Int(0, 15) == 1) //give about a 1 in 15 chance to spill your beer. we could make this a rule, but it doesn't really seem worth it //TODO: check for & consume an alcoholic beverage from inventory when this triggers, and set it as a rule that's disabled by default Message_StringID(MT_Skills, FISHING_SPILL_BEER); //You spill your beer while bringing in your line. else Message_StringID(MT_Skills, FISHING_FAILED); //You didn't catch anything. } parse->EventPlayer(EVENT_FISH_FAILURE, this, "", 0); } //chance to break fishing pole... //this is potentially exploitable in that they can fish //and then swap out items in primary slot... too lazy to fix right now if (zone->random.Int(0, 49) == 1) { Message_StringID(MT_Skills, FISHING_POLE_BROKE); //Your fishing pole broke! DeleteItemInInventory(EQEmu::inventory::slotPrimary, 0, true); } if (CheckIncreaseSkill(EQEmu::skills::SkillFishing, nullptr, 5)) { if (title_manager.IsNewTradeSkillTitleAvailable(EQEmu::skills::SkillFishing, GetRawSkill(EQEmu::skills::SkillFishing))) NotifyNewTitlesAvailable(); } }
void Client::ForageItem(bool guarantee) { int skill_level = GetSkill(EQEmu::skills::SkillForage); //be wary of the string ids in switch below when changing this. uint32 common_food_ids[MAX_COMMON_FOOD_IDS] = { 13046, // Fruit 13045, // Berries 13419, // Vegetables 13048, // Rabbit Meat 13047, // Roots 13044, // Pod Of Water 14905, // mushroom 13106 // Fishing Grubs }; // these may need to be fine tuned, I am just guessing here if (guarantee || zone->random.Int(0,199) < skill_level) { uint32 foragedfood = 0; uint32 stringid = FORAGE_NOEAT; if (zone->random.Roll(25)) { foragedfood = database.GetZoneForage(m_pp.zone_id, skill_level); } //not an else in case theres no DB food if(foragedfood == 0) { uint8 index = 0; index = zone->random.Int(0, MAX_COMMON_FOOD_IDS-1); foragedfood = common_food_ids[index]; } const EQEmu::ItemData* food_item = database.GetItem(foragedfood); if(!food_item) { Log.Out(Logs::General, Logs::Error, "nullptr returned from database.GetItem in ClientForageItem"); return; } if(foragedfood == 13106) stringid = FORAGE_GRUBS; else switch(food_item->ItemType) { case EQEmu::item::ItemTypeFood: stringid = FORAGE_FOOD; break; case EQEmu::item::ItemTypeDrink: if(strstr(food_item->Name, "ater")) stringid = FORAGE_WATER; else stringid = FORAGE_DRINK; break; default: break; } Message_StringID(MT_Skills, stringid); EQEmu::ItemInstance* inst = database.CreateItem(food_item, 1); if(inst != nullptr) { // check to make sure it isn't a foraged lore item if(CheckLoreConflict(inst->GetItem())) { Message_StringID(0, DUP_LORE); safe_delete(inst); } else { PushItemOnCursor(*inst); SendItemPacket(EQEmu::inventory::slotCursor, inst, ItemPacketLimbo); if(RuleB(TaskSystem, EnableTaskSystem)) UpdateTasksForItem(ActivityForage, foragedfood); safe_delete(inst); inst = m_inv.GetItem(EQEmu::inventory::slotCursor); } if(inst) { std::vector<EQEmu::Any> args; args.push_back(inst); parse->EventPlayer(EVENT_FORAGE_SUCCESS, this, "", inst->GetID(), &args); } } int ChanceSecondForage = aabonuses.ForageAdditionalItems + itembonuses.ForageAdditionalItems + spellbonuses.ForageAdditionalItems; if(!guarantee && zone->random.Roll(ChanceSecondForage)) { Message_StringID(MT_Skills, FORAGE_MASTERY); ForageItem(true); } } else { Message_StringID(MT_Skills, FORAGE_FAILED); parse->EventPlayer(EVENT_FORAGE_FAILURE, this, "", 0); } CheckIncreaseSkill(EQEmu::skills::SkillForage, nullptr, 5); }
uint32 Client::CalcCurrentWeight() { const EQEmu::ItemData* TempItem = nullptr; EQEmu::ItemInstance* ins = nullptr; uint32 Total = 0; int x; for (x = EQEmu::invslot::POSSESSIONS_BEGIN; x <= EQEmu::invslot::POSSESSIONS_END; x++) { TempItem = 0; ins = GetInv().GetItem(x); if (ins) { TempItem = ins->GetItem(); } if (TempItem) { Total += TempItem->Weight; } } for (x = EQEmu::invbag::GENERAL_BAGS_BEGIN; x <= EQEmu::invbag::CURSOR_BAG_END; x++) { int TmpWeight = 0; TempItem = 0; ins = GetInv().GetItem(x); if (ins) { TempItem = ins->GetItem(); } if (TempItem) { TmpWeight = TempItem->Weight; } if (TmpWeight > 0) { // this code indicates that weight redux bags can only be in the first general inventory slot to be effective... // is this correct? or can we scan for the highest weight redux and use that? (need client verifications) int bagslot = EQEmu::invslot::slotGeneral1; int reduction = 0; for (int m = EQEmu::invbag::GENERAL_BAGS_BEGIN + EQEmu::invbag::SLOT_COUNT; m <= EQEmu::invbag::CURSOR_BAG_END; m += EQEmu::invbag::SLOT_COUNT) { if (x >= m) { bagslot += 1; } } EQEmu::ItemInstance* baginst = GetInv().GetItem(bagslot); if (baginst && baginst->GetItem() && baginst->IsClassBag()) { reduction = baginst->GetItem()->BagWR; } if (reduction > 0) { TmpWeight -= TmpWeight * reduction / 100; } Total += TmpWeight; } } //TODO: coin weight reduction (from purses, etc), since client already calculates it /* From the Wiki http://www.eqemulator.net/wiki/wikka.php?wakka=EQEmuDBSchemaitems under bagwr (thanks Trevius): Interestingly, you can also have bags that reduce coin weight. However, in order to set bags to reduce coin weight, you MUST set the Item ID somewhere between 17201 and 17230. This is hard coded into the client. The client is set to have certain coin weight reduction on a per Item ID basis within this range. The best way to create an new item to reduce coin weight is to examine existing bags in this range. Search for the words "coin purse" with the #finditem command in game and the Bag WR setting on those bags is the amount they will reduce coin weight. It is easiest to overwrite one of those bags if you wish to create one with the same weight reduction amount for coins. You can use other Item IDs in this range for setting coin weight reduction, but by using an existing item, at least you will know the amount the client will reduce it by before you create it. This is the ONLY instance I have seen where the client is hard coded to particular Item IDs to set a certain property for an item. It is very odd. */ // SoD+ client has no weight for coin if (EQEmu::behavior::StaticLookup(EQEmu::versions::ConvertClientVersionToMobVersion(ClientVersion()))->CoinHasWeight) { Total += (m_pp.platinum + m_pp.gold + m_pp.silver + m_pp.copper) / 4; } float Packrat = (float)spellbonuses.Packrat + (float)aabonuses.Packrat + (float)itembonuses.Packrat; if (Packrat > 0) { Total = (uint32)((float)Total * (1.0f - ((Packrat * 1.0f) / 100.0f))); //AndMetal: 1% per level, up to 5% (calculated from Titanium client). verified thru client that it reduces coin weight by the same % } //without casting to float & back to uint32, this didn't work right return Total; }