Misc cleanups
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@@ -152,14 +152,14 @@ namespace Game.Chat
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string maxPureSkill = args.NextString();
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int skill = int.Parse(skillStr);
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if (skill <= 0)
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uint skill = uint.Parse(skillStr);
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if (skill == 0)
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{
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handler.SendSysMessage(CypherStrings.InvalidSkillId, skill);
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return false;
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}
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int level = int.Parse(levelStr);
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uint level = uint.Parse(levelStr);
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Player target = handler.getSelectedPlayerOrSelf();
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if (!target)
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{
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@@ -180,13 +180,13 @@ namespace Game.Chat
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// the max level of the new profession.
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ushort max = !string.IsNullOrEmpty(maxPureSkill) ? ushort.Parse(maxPureSkill) : targetHasSkill ? target.GetPureMaxSkillValue((SkillType)skill) : (ushort)level;
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if (level <= 0 || level > max || max <= 0)
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if (level == 0 || level > max || max <= 0)
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return false;
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// If the player has the skill, we get the current skill step. If they don't have the skill, we
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// add the skill to the player's book with step 1 (which is the first rank, in most cases something
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// like 'Apprentice <skill>'.
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target.SetSkill((SkillType)skill, (uint)(targetHasSkill ? target.GetSkillStep((SkillType)skill) : 1), (uint)level, max);
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target.SetSkill((SkillType)skill, (uint)(targetHasSkill ? target.GetSkillStep((SkillType)skill) : 1), level, max);
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handler.SendSysMessage(CypherStrings.SetSkill, skill, skillLine.DisplayName[handler.GetSessionDbcLocale()], handler.GetNameLink(target), level, max);
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return true;
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}
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