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https://github.com/ZhengPeiRu21/mod-individual-progression
synced 2025-11-29 23:44:51 +08:00
Add config option for DK Starting Progression
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@@ -258,3 +258,13 @@ IndividualProgression.TbcRacesUnlockProgression = 0
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#
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#
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IndividualProgression.DeathKnightUnlockProgression = 11
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IndividualProgression.DeathKnightUnlockProgression = 11
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#
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# IndividualProgression.DeathKnightStartingProgression
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# Description: The progression level at which Death Knight characters will begin.
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#
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# Default: 11 - Death Knights start at the beginning of WotLK
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# 0-16 - Progression level
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#
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#
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IndividualProgression.DeathKnightStartingProgression = 11
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@@ -3,7 +3,6 @@
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*/
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*/
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#include "IndividualProgression.h"
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#include "IndividualProgression.h"
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#include "Tokenize.h"
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IndividualProgression* IndividualProgression::instance()
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IndividualProgression* IndividualProgression::instance()
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{
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{
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@@ -235,6 +234,7 @@ private:
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sIndividualProgression->repeatableVanillaQuestsXp = sConfigMgr->GetOption<bool>("IndividualProgression.RepeatableVanillaQuestsXP", true);
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sIndividualProgression->repeatableVanillaQuestsXp = sConfigMgr->GetOption<bool>("IndividualProgression.RepeatableVanillaQuestsXP", true);
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sIndividualProgression->tbcRacesProgressionLevel = sConfigMgr->GetOption<uint8>("IndividualProgression.TbcRacesUnlockProgression", 0);
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sIndividualProgression->tbcRacesProgressionLevel = sConfigMgr->GetOption<uint8>("IndividualProgression.TbcRacesUnlockProgression", 0);
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sIndividualProgression->deathKnightProgressionLevel = sConfigMgr->GetOption<uint8>("IndividualProgression.DeathKnightUnlockProgression", 11);
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sIndividualProgression->deathKnightProgressionLevel = sConfigMgr->GetOption<uint8>("IndividualProgression.DeathKnightUnlockProgression", 11);
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sIndividualProgression->deathKnightStartingProgression = sConfigMgr->GetOption<uint8>("IndividualProgression.DeathKnightStartingProgression", 11);
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}
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}
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static void LoadXpValues()
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static void LoadXpValues()
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@@ -120,7 +120,7 @@ public:
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questXpMapType questXpMap;
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questXpMapType questXpMap;
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float vanillaPowerAdjustment, vanillaHealthAdjustment, tbcPowerAdjustment, tbcHealthAdjustment, vanillaHealingAdjustment, tbcHealingAdjustment, previousGearTuning;
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float vanillaPowerAdjustment, vanillaHealthAdjustment, tbcPowerAdjustment, tbcHealthAdjustment, vanillaHealingAdjustment, tbcHealingAdjustment, previousGearTuning;
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bool enabled, questXpFix, hunterPetLevelFix, requirePreAQQuests, enforceGroupRules, fishingFix, simpleConfigOverride, questMoneyAtLevelCap, repeatableVanillaQuestsXp;
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bool enabled, questXpFix, hunterPetLevelFix, requirePreAQQuests, enforceGroupRules, fishingFix, simpleConfigOverride, questMoneyAtLevelCap, repeatableVanillaQuestsXp;
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int progressionLimit, startingProgression, tbcRacesProgressionLevel, deathKnightProgressionLevel;
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int progressionLimit, startingProgression, tbcRacesProgressionLevel, deathKnightProgressionLevel, deathKnightStartingProgression;
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bool hasPassedProgression(Player* player, ProgressionState state) const;
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bool hasPassedProgression(Player* player, ProgressionState state) const;
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static bool isBeforeProgression(Player* player, ProgressionState state) ;
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static bool isBeforeProgression(Player* player, ProgressionState state) ;
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@@ -7,6 +7,10 @@ public:
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void OnLogin(Player* player) override
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void OnLogin(Player* player) override
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{
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{
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if (sIndividualProgression->deathKnightStartingProgression && !sIndividualProgression->hasPassedProgression(player, static_cast<ProgressionState>(sIndividualProgression->deathKnightStartingProgression)))
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{
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sIndividualProgression->UpdateProgressionState(player, static_cast<ProgressionState>(sIndividualProgression->deathKnightStartingProgression));
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}
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if (sIndividualProgression->startingProgression && !sIndividualProgression->hasPassedProgression(player, static_cast<ProgressionState>(sIndividualProgression->startingProgression)))
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if (sIndividualProgression->startingProgression && !sIndividualProgression->hasPassedProgression(player, static_cast<ProgressionState>(sIndividualProgression->startingProgression)))
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{
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{
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sIndividualProgression->UpdateProgressionState(player, static_cast<ProgressionState>(sIndividualProgression->startingProgression));
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sIndividualProgression->UpdateProgressionState(player, static_cast<ProgressionState>(sIndividualProgression->startingProgression));
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