mirror of
https://github.com/ZhengPeiRu21/mod-individual-progression
synced 2025-11-29 23:44:51 +08:00
Treat quests as max level for money calculation when at progression stage cap
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@@ -202,3 +202,17 @@ IndividualProgression.SimpleConfigOverride = 1
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#
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#
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IndividualProgression.StartingProgression = 0
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IndividualProgression.StartingProgression = 0
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#
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# IndividualProgression.QuestMoneyAtLevelCap
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# Description: If enabled, players at the level cap for the current progression stage will receive
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# extra money when completing quests, as if they were level 80. This feature was added in patch 1.10
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# so it is a Vanilla feature.
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# Disable to not grant extra money at progression stage level cap. (Please note that completing quests at the level cap of the server,
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# configured in worldserver.conf will always provide extra money, as hard-coded in AzerothCore.)
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#
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# Default: 1 - Enabled
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# 0 - Disabled
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#
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#
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IndividualProgression.QuestMoneyAtLevelCap = 1
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@@ -5,7 +5,7 @@
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#include "IndividualProgression.h"
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#include "IndividualProgression.h"
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static float vanillaPowerAdjustment, vanillaHealthAdjustment, tbcPowerAdjustment, tbcHealthAdjustment, vanillaHealingAdjustment, tbcHealingAdjustment, previousGearTuning;
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static float vanillaPowerAdjustment, vanillaHealthAdjustment, tbcPowerAdjustment, tbcHealthAdjustment, vanillaHealingAdjustment, tbcHealingAdjustment, previousGearTuning;
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static bool enabled, questXpFix, hunterPetLevelFix, requirePreAQQuests, enforceGroupRules, fishingFix, simpleConfigOverride;
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static bool enabled, questXpFix, hunterPetLevelFix, requirePreAQQuests, enforceGroupRules, fishingFix, simpleConfigOverride, questMoneyAtLevelCap;
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static int progressionLimit, startingProgression;
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static int progressionLimit, startingProgression;
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static questXpMapType questXpMap;
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static questXpMapType questXpMap;
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@@ -187,6 +187,7 @@ private:
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previousGearTuning = sConfigMgr->GetOption<float>("IndividualProgression.PreviousGearTuning", 0.03);
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previousGearTuning = sConfigMgr->GetOption<float>("IndividualProgression.PreviousGearTuning", 0.03);
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progressionLimit = sConfigMgr->GetOption<uint8>("IndividualProgression.ProgressionLimit", 0);
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progressionLimit = sConfigMgr->GetOption<uint8>("IndividualProgression.ProgressionLimit", 0);
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startingProgression = sConfigMgr->GetOption<uint8>("IndividualProgression.StartingProgression", 0);
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startingProgression = sConfigMgr->GetOption<uint8>("IndividualProgression.StartingProgression", 0);
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questMoneyAtLevelCap = sConfigMgr->GetOption<bool>("IndividualProgression.QuestMoneyAtLevelCap", true);
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}
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}
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void LoadXpValues()
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void LoadXpValues()
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@@ -500,6 +501,18 @@ public:
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CheckAdjustments(player);
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CheckAdjustments(player);
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}
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}
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bool ShouldBeRewardedWithMoneyInsteadOfExp(Player* player) override
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{
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if (!questMoneyAtLevelCap)
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{
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return false;
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}
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// Player is still in Vanilla content - give money at 60 level cap
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return ((!hasPassedProgression(player, PROGRESSION_NAXX40) && player->getLevel() == 60) ||
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// Player is in TBC content - give money at 70 level cap
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(!hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && player->getLevel() == 70));
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}
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void OnAfterUpdateMaxHealth(Player* player, float& value) override
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void OnAfterUpdateMaxHealth(Player* player, float& value) override
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{
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{
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// TODO: This should be adjust to use an aura like damage adjustment. This is more robust to update when changing equipment, etc.
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// TODO: This should be adjust to use an aura like damage adjustment. This is more robust to update when changing equipment, etc.
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