Created
November 9, 2014 14:51
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Mutli-XP System
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class LEVEL_NPC : public CreatureScript | |
{ | |
public: LEVEL_NPC() : CreatureScript("LEVEL_NPC") {} | |
bool OnGossipHello(Player* player, Creature* creature) | |
{ | |
if (player->HasItemCount(600000, 1, true) || player->HasItemCount(600001, 1, true)) | |
ChatHandler(player->GetSession()).SendSysMessage("You are no longer able to acces to this npc."); | |
if (player->getLevel() == 1) | |
{ | |
player->ADD_GOSSIP_ITEM(1, "I Want to stop at level 80 (Rate XP Blizzlike)", GOSSIP_SENDER_MAIN, 1); | |
player->ADD_GOSSIP_ITEM(1, "I Want to stop at level 255 (Rate XP x100)", GOSSIP_SENDER_MAIN, 2); | |
} | |
else | |
ChatHandler(player->GetSession()).SendSysMessage("You are no longer able to acces to this npc."); | |
player->SEND_GOSSIP_MENU(1, creature->GetGUID()); | |
return true; | |
} | |
bool OnGossipSelect(Player* player, Creature* creature, uint32 sender, uint32 action) | |
{ | |
player->PlayerTalkClass->ClearMenus(); | |
if (sender == GOSSIP_SENDER_MAIN) | |
{ | |
switch (action) | |
{ | |
case 1: | |
player->AddItem(600000,1); | |
player->CLOSE_GOSSIP_MENU(); | |
break; | |
case 2: | |
player->AddItem(600001,1); | |
player->CLOSE_GOSSIP_MENU(); | |
break; | |
} | |
} | |
return true; | |
} | |
}; | |
class Stop_XP_Script : public PlayerScript | |
{ | |
public: | |
Stop_XP_Script() : PlayerScript("Stop_XP_Script") { } | |
void OnLevelChanged(Player * player, uint8 oldLevel) | |
{ | |
if (oldLevel == 79 && player->HasItemCount(600000, 1, false)) | |
{ | |
player->SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_NO_XP_GAIN); | |
player->DestroyItemCount(600000, 1, true); | |
} | |
if (oldLevel == 254 && player->HasItemCount(600001, 1, false)) | |
player->DestroyItemCount(600001, 1, true); | |
} | |
}; | |
void AddSC_MULTI_XP() | |
{ | |
new LEVEL_NPC(); | |
new Stop_XP_Script(); | |
} | |
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diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp | |
index 680f643..0f0e1e6 100644 | |
--- a/src/server/game/Entities/Player/Player.cpp | |
+++ b/src/server/game/Entities/Player/Player.cpp | |
@@ -81,6 +81,8 @@ | |
#include "GameObjectAI.h" | |
#include "../../../scripts/Custom/NPC/Transmog/Transmogrification.h" | |
+#include "Config.h" | |
+ | |
#define ZONE_UPDATE_INTERVAL (1*IN_MILLISECONDS) | |
#define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3)) | |
@@ -2970,6 +2972,19 @@ void Player::GiveXP(uint32 xp, Unit* victim, float group_rate) | |
uint8 level = getLevel(); | |
sScriptMgr->OnGivePlayerXP(this, xp, victim); | |
+ | |
+ // Custom [Philippovitch - AC-Web] Start | |
+ // Item 1 level 80 | |
+ float xp_bonus_for_item_1 = 0; | |
+ if(GetItemByEntry(sConfigMgr->GetIntDefault("Rate.Custom.ItemID_1", 600000))) | |
+ xp_bonus_for_item_1 = sConfigMgr->GetFloatDefault("Rate.Custom.Item_1.XP", 1.0f); | |
+ xp = uint32(xp * (1 + xp_bonus_for_item_1)); // Modify also Quest Gain | |
+ // Item 2 level 255 | |
+ float xp_bonus_for_item_2 = 0; | |
+ if(GetItemByEntry(sConfigMgr->GetIntDefault("Rate.Custom.ItemID_2", 600001))) | |
+ xp_bonus_for_item_2 = sConfigMgr->GetFloatDefault("Rate.Custom.Item_2.XP", 1.0f); | |
+ xp = uint32(xp * (1 + xp_bonus_for_item_2)); // Modify also Quest Gain | |
+ // Custom [Philippovitch - AC-Web] End | |
// XP to money conversion processed in Player::RewardQuest | |
if (level >= sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL)) |
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################################################################################################### | |
################################################################################################### | |
# | |
# Custom.Rate.ItemID | |
# Description : Define an item who's adding bonus in percentage for XP Gain | |
# Default: 600000 - (Level 80) | |
# Default: 600001 - (Level 255) | |
# | |
Rate.Custom.ItemID_1 = 600000 | |
Rate.Custom.ItemID_2 = 600001 | |
# Rate.Custom.Item : Value | |
# Default: 0 - (NULL) | |
# Description : Every float is in percentage, That mean each 1 = 10 % | |
# if value = 0 there is no modification. | |
# | |
Rate.Custom.Item_1.XP = 0 | |
Rate.Custom.Item_2.XP = 2550 | |
# |
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