//自定义 -- 军衔 void Player::ModjunxianPrice() { uint32 Honorpoints = GetCurrency(CURRENCY_TYPE_HONOR_POINTS); uint32 Conquestpoints = GetCurrency(CURRENCY_TYPE_CONQUEST_POINTS); uint8 currlevel = m_junxian_level; currlevel++; if (currlevel >= 1 && currlevel <= (uint8)sConfig->GetIntDefault("Max.JunXian.Level", 0)) { Junxian& pPlayerPReqitem1Data = eJunxian[currlevel]; Junxian& pPlayerPReqitem2Data = eJunxian[currlevel]; Junxian& pPlayerPReqitem3Data = eJunxian[currlevel]; Junxian& pPlayerPReqitem4Data = eJunxian[currlevel]; Junxian& pPlayerPReqCount1Data = eJunxian[currlevel]; Junxian& pPlayerPReqCount2Data = eJunxian[currlevel]; Junxian& pPlayerPReqCount3Data = eJunxian[currlevel]; Junxian& pPlayerPReqCount4Data = eJunxian[currlevel]; Junxian& pPlayerPReqJFData = eJunxian[currlevel]; Junxian& pPlayerPReqMBData = eJunxian[currlevel]; Junxian& pPlayerPReqVIPData = eJunxian[currlevel]; uint32 PReqitem1 = pPlayerPReqitem1Data.Reqitem1; uint32 PReqCount1 = pPlayerPReqCount1Data.ReqCount1; uint32 Junitem1count = GetItemCount(PReqitem1); uint32 PReqitem2 = pPlayerPReqitem2Data.Reqitem2; uint32 PReqCount2 = pPlayerPReqCount2Data.ReqCount2; uint32 Junitem2count = GetItemCount(PReqitem2); uint32 PReqitem3 = pPlayerPReqitem3Data.Reqitem3; uint32 PReqCount3 = pPlayerPReqCount3Data.ReqCount3; uint32 Junitem3count = GetItemCount(PReqitem3); uint32 PReqitem4 = pPlayerPReqitem4Data.Reqitem4; uint32 PReqCount4 = pPlayerPReqCount4Data.ReqCount4; uint32 Junitem4count = GetItemCount(PReqitem4); uint32 PJF = pPlayerPReqJFData.ReqJF; uint32 PMB = pPlayerPReqMBData.ReqMB; uint32 PVIP = pPlayerPReqVIPData.ReqVIP; uint32 JunJF = GetJf(); uint32 JunMB = GetMB(); uint32 JunVIP = GetVIP(); Junxian& pPlayerPhonorData = eJunxian[currlevel]; Junxian& pPlayerPconquestData = eJunxian[currlevel]; if (Honorpoints >= pPlayerPhonorData.honor *100 && Conquestpoints >= pPlayerPconquestData.conquest * 100 && Junitem1count >= PReqCount1 && Junitem2count >= PReqCount2 && Junitem3count >= PReqCount3 && Junitem4count >= PReqCount4 && JunJF >= PJF && JunMB >= PMB && JunVIP >= PVIP) { SetCurrency(CURRENCY_TYPE_HONOR_POINTS, Honorpoints - pPlayerPhonorData.honor * 100); SetCurrency(CURRENCY_TYPE_CONQUEST_POINTS, Conquestpoints - pPlayerPconquestData.conquest * 100); DestroyItemCount(PReqitem1,PReqCount1,true); DestroyItemCount(PReqitem2,PReqCount2,true); DestroyItemCount(PReqitem3,PReqCount3,true); DestroyItemCount(PReqitem4,PReqCount4,true); uint32 sjf = JunJF - PJF; SetJf(sjf); uint32 smb = JunMB - PMB; SetMB(smb); m_junxian_level = currlevel; ModifyProperty(currlevel,false); } uint32 level = m_junxian_level; Junxian& data= eJunxian[level+1]; if (Honorpoints < pPlayerPhonorData.honor) ChatHandler(this).PSendSysMessage(_StringToUTF8("|CFFFF0000您当前军衔等级%d,要升级到%d级军衔你必需至少要有%d点荣誉"),level,data.level,data.honor); if (Conquestpoints < pPlayerPhonorData.conquest) ChatHandler(this).PSendSysMessage(_StringToUTF8("|CFFFF0000您当前军衔等级%d,要升级到%d级军衔你必需至少要有%d点征服点"),level,data.level,data.conquest); if (Junitem1count < pPlayerPhonorData.ReqCount1 && PReqitem1 != 0) { if (ObjectMgr::GetItemPrototype(PReqitem1)) { ItemPrototype const *pProto1 = ObjectMgr::GetItemPrototype(PReqitem1); std::string itemname1; itemname1 = pProto1->Name1; ChatHandler(this).PSendSysMessage(_StringToUTF8("|CFFFF0000您当前军衔等级%d,要升级到%d级军衔你必需至少要有%d个%s"),level,data.level,data.ReqCount1,itemname1.c_str()); }else ChatHandler(this).PSendSysMessage(_StringToUTF8("|CFFFF0000提升军衔需要未知物品请联系管 理 员")); } if (Junitem2count < pPlayerPhonorData.ReqCount2 && PReqitem2 != 0) { if (ObjectMgr::GetItemPrototype(PReqitem2)) { ItemPrototype const *pProto2 = ObjectMgr::GetItemPrototype(PReqitem2); std::string itemname2; itemname2 = pProto2->Name1; ChatHandler(this).PSendSysMessage(_StringToUTF8("|CFFFF0000您当前军衔等级%d,要升级到%d级军衔你必需至少要有%d个"),level,data.level,data.ReqCount2,itemname2.c_str()); }else ChatHandler(this).PSendSysMessage(_StringToUTF8("|CFFFF0000提升军衔需要未知物品请联系管 理 员")); } if (Junitem3count < pPlayerPhonorData.ReqCount3 && PReqitem3 != 0) { if (ObjectMgr::GetItemPrototype(PReqitem3)) { ItemPrototype const *pProto3 = ObjectMgr::GetItemPrototype(PReqitem3); std::string itemname3; itemname3 = pProto3->Name1; ChatHandler(this).PSendSysMessage(_StringToUTF8("|CFFFF0000您当前军衔等级%d,要升级到%d级军衔你必需至少要有%d个"),level,data.level,data.ReqCount3,itemname3.c_str()); }else ChatHandler(this).PSendSysMessage(_StringToUTF8("|CFFFF0000提升军衔需要未知物品请联系管 理 员")); } if (Junitem4count < pPlayerPhonorData.ReqCount4 && PReqitem4 != 0) { if (ObjectMgr::GetItemPrototype(PReqitem4)) { ItemPrototype const *pProto4 = ObjectMgr::GetItemPrototype(PReqitem4); std::string itemname4; itemname4 = pProto4->Name1; ChatHandler(this).PSendSysMessage(_StringToUTF8("|CFFFF0000您当前军衔等级%d,要升级到%d级军衔你必需至少要有%d个"),level,data.level,data.ReqCount4,itemname4.c_str()); }else ChatHandler(this).PSendSysMessage(_StringToUTF8("|CFFFF0000提升军衔需要未知物品请联系管 理 员")); } if (JunJF < PJF) ChatHandler(this).PSendSysMessage(_StringToUTF8("|CFFFF0000您当前军衔等级%d,要升级到%d级军衔你必需至少要有%d积分"),level,data.level,data.ReqJF); if (JunMB < PMB) ChatHandler(this).PSendSysMessage(_StringToUTF8("|CFFFF0000您当前军衔等级%d,要升级到%d级军衔你必需至少要有%d魔币"),level,data.level,data.ReqMB); if (JunVIP < PVIP) ChatHandler(this).PSendSysMessage(_StringToUTF8("|CFFFF0000您当前军衔等级%d,要升级到%d级军衔你必需至少要是级%d会员"),level,data.level,data.ReqVIP); } }//
//自定义 -- 荣誉军衔 void Player::ModifyProperty(uint32 currlevel, bool playerloading) { Junxian& data= eJunxian[currlevel]; //设置名称 if (GetTeamId()==0) { if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(data.new_title_lm)) { SetUInt32Value(PLAYER_CHOSEN_TITLE, data.new_title_lm); } }else { if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(data.new_title_bl)) { SetUInt32Value(PLAYER_CHOSEN_TITLE, data.new_title_bl); } } if (!playerloading) { InitTalentForLevel(); Junxian& data1 = eJunxian[currlevel-1]; uint32 itementry1 = data1.Rewitem; if (ObjectMgr::GetItemPrototype(itementry1)) { Item *pItem = Item::CreateItem(itementry1, 1, this); _ApplyItemMods(pItem, 15, false); } //CharacterDatabase.PExecute("UPDATE junxian_level SET honorlevel = %u WHERE guid = ‘%u‘",currlevel, GetGUIDLow()); if (data.talent > 0) ChatHandler(this).PSendSysMessage(_StringToUTF8("恭喜您升级了!您当前军衔等级%d,+天赋%d"),currlevel, data.talent); else ChatHandler(this).PSendSysMessage(_StringToUTF8("恭喜您升级了!您当前军衔等级%d"),currlevel); } //奖励物品属性 uint32 itementry = data.Rewitem; if (ObjectMgr::GetItemPrototype(itementry)) { Item *pItem = Item::CreateItem(itementry, 1, this); _ApplyItemMods(pItem, 15, true); } }