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NpcDetailPage/Skinning Skill
* fix displayed skill requirement for non-standard skinning (engineering, herbalism)
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@@ -468,6 +468,7 @@ class Game
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switch ($skillId)
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{
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case SKILL_SKINNING:
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$reqLevel /= 5; // we pass creature level * 5 (so, skill value), but formula depends on actual creature level
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if ($reqLevel < 10)
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$reqLevel = 0;
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else if ($reqLevel < 20)
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@@ -479,15 +480,16 @@ class Game
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case SKILL_JEWELCRAFTING:
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case SKILL_INSCRIPTION:
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case SKILL_MINING:
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$points = [$reqLevel]; // red/orange
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case SKILL_ENGINEERING:
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$points = [$reqLevel]; // red/orange
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if ($reqLevel + 25 <= MAX_SKILL) // orange/yellow
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if ($reqLevel + 25 <= MAX_SKILL) // orange/yellow
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$points[] = $reqLevel + 25;
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if ($reqLevel + 50 <= MAX_SKILL) // yellow/green
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if ($reqLevel + 50 <= MAX_SKILL) // yellow/green
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$points[] = $reqLevel + 50;
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if ($reqLevel + 100 <= MAX_SKILL) // green/grey
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if ($reqLevel + 100 <= MAX_SKILL) // green/grey
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$points[] = $reqLevel + 100;
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return $points;
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@@ -744,7 +744,7 @@ class NpcPage extends GenericPage
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if ($note)
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$tabData['note'] = $note;
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else if ($lootTpl == LOOT_SKINNING)
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$tabData['note'] = '<b>'.Lang::formatSkillBreakpoints(Game::getBreakpointsForSkill($skinTab[2], $this->subject->getField('maxLevel')), Lang::FMT_HTML).'</b>';
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$tabData['note'] = '<b>'.Lang::formatSkillBreakpoints(Game::getBreakpointsForSkill($skinTab[2], $this->subject->getField('maxLevel') * 5), Lang::FMT_HTML).'</b>';
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if ($hiddenCols)
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$tabData['hiddenCols'] = $hiddenCols;
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