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[10270] Implement basic system for reputation spillover
* Database table needs data for each faction that should give spillover to other faction(s). One faction may give spillover to max 4 other spillover factions. * The spillover rate is multiplied with the points after bonuses and reward rate is set, Rate is given as: 0.5 for 50% gain, -1.0 for 100% loss, etc * It is possible to restrict spillover faction by rank. If player has a higher rank with the spillover faction given in database, no spillover will be given towards this faction Signed-off-by: NoFantasy <nofantasy@nf.no>
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13 changed files with 269 additions and 13 deletions
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@ -520,6 +520,14 @@ bool ChatHandler::HandleReloadReputationRewardRateCommand(const char*)
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return true;
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}
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bool ChatHandler::HandleReloadReputationSpilloverTemplateCommand(const char*)
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{
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sLog.outString( "Re-Loading `reputation_spillover_template` Table!" );
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sObjectMgr.LoadReputationSpilloverTemplate();
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SendGlobalSysMessage("DB table `reputation_spillover_template` 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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