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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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@ -2600,7 +2600,7 @@ class MANGOS_DLL_SPEC Player : public Unit
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Item* _StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update );
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void UpdateKnownCurrencies(uint32 itemId, bool apply);
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int32 CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool for_quest);
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int32 CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool for_quest, bool noQuestBonus = false);
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void AdjustQuestReqItemCount( Quest const* pQuest, QuestStatusData& questStatusData );
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void SetCanDelayTeleport(bool setting) { m_bCanDelayTeleport = setting; }
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