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[10252] Implement reputation_reward_rate for quests and creatures
* In addition, implement "flat" reputation for quests, where a value in RewRepValueN is given. Human diplomacy will not affect the total. The rate however will be applied, where a faction is defined with a rate for quests. Value in database are expected to be *100 of the actual value given (before rate are applied). * New database storage can contain rates for quest/creature/spell reputation and will affect the base value given as reward. When for example the quest reward for a faction should receive 30% more reputation points, the rate can be set to 1.3. * This will fix issues with certain quests that are using the expected RewRepValueId but where the outcome has been lower than expected. * Note that if the rate is set to 0.0 it will disable reputation gain for the faction and type. * Reputation rate for spells (spell effect) is not yet implemented Signed-off-by: NoFantasy <nofantasy@nf.no>
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13 changed files with 159 additions and 9 deletions
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@ -512,6 +512,14 @@ bool ChatHandler::HandleReloadReservedNameCommand(const char*)
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return true;
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}
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bool ChatHandler::HandleReloadReputationRewardRateCommand(const char*)
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{
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sLog.outString( "Re-Loading `reputation_reward_rate` Table!" );
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sObjectMgr.LoadReputationRewardRate();
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SendGlobalSysMessage("DB table `reputation_reward_rate` reloaded.");
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return true;
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}
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bool ChatHandler::HandleReloadSkillDiscoveryTemplateCommand(const char* /*args*/)
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{
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sLog.outString( "Re-Loading Skill Discovery Table..." );
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