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Модератор форума: Dimitro  
[Патч]Автоматическое изучение спеллов
Vertraut
Скаут
Всем привет.
Вот нашел патч,на автоматическое изучение спеллов при повышении уровня.
Помниться я хотел сделать сервер с качем до 100 уровня и как то доработать его. Но не было времени и в голову ничего не лезло. В общем держите,работайте. Давно как то брал его с Ac-Web.
Код
#include "ScriptPCH.h"
#include "DisableMgr.h"
   
class LearnSpellsOnLevelUp : public PlayerScript
{
         public:
                 std::vector<uint32> ignoreSpells;
   
                 LearnSpellsOnLevelUp() : PlayerScript("LearnSpellsOnLevelUp")
                 {
                         uint32 temp[] = {
                    64380, 23885, 23880, 44461, 25346, 10274, 10273, 8418,
                    8419, 7270, 7269, 7268, 54648, 12536, 24530, 70909,
                    12494, 57933, 24224, 27095, 27096, 27097, 27099, 32841,
                    56131, 56160, 56161, 48153, 34754, 64844, 64904, 48085,
                    33110, 48084, 28276, 27874,     27873, 7001, 49821, 53022,
                    47757, 47750, 47758, 47666, 53001, 52983, 52998, 52986,
                    52987, 52999, 52984, 53002, 53003, 53000, 52988, 52985,
                    42208, 42209, 42210, 42211, 42212, 42213, 42198, 42937,
                    42938, 12484, 12485, 12486, 44461, 55361, 55362, 34913,
                    43043, 43044, 38703, 38700, 27076, 42844, 42845, 64891,
                    25912, 25914, 25911, 25913, 25902, 25903, 27175, 27176,
                    33073, 33074, 48822, 48820, 48823, 48821, 20154, 25997,
                    20467, 20425, 67, 26017, 34471, 53254, 13812, 14314,
                    14315, 27026, 49064, 49065, 60202, 60210, 13797, 14298,
                    14299, 14300, 14301, 27024, 49053, 49054, 52399, 1742,
                    24453, 53548, 53562, 52016, 26064, 35346, 57386, 57389,
                    57390, 57391, 57392, 57393, 55509, 35886, 43339, 45297,
                    45298, 45299, 45300, 45301, 45302, 49268, 49269, 8349,
                    8502, 8503, 11306, 11307, 25535, 25537, 61650, 61654,
                    63685, 45284, 45286, 45287, 45288, 45289, 45290, 45291,
                    45292, 45293, 45294, 45295, 45296, 49239, 49240, 26364,
                    26365, 26366, 26367, 26369, 26370, 26363, 26371, 26372,
                    49278, 49279, 32176, 32175, 21169, 47206, 27285, 47833,
                    47836, 42223, 42224, 42225, 42226, 42218, 47817, 47818,
                    42231, 42232, 42233, 42230, 48466, 44203, 44205, 44206,
                    44207, 44208, 48444, 48445, 33891, 52374, 57532, 59921,
                    52372, 49142, 52375, 47633, 47632, 52373, 50536, 27214,
                    47822, 11682, 11681, 5857, 1010, 24907, 24905, 53227,
                    61391, 61390, 61388, 61387, 64801, 5421, 9635, 1178,
                    20186, 20185, 20184, 20187, 25899, 24406, 50581, 30708
                    };
   
                    ignoreSpells = std::vector<uint32> (temp, temp + sizeof(temp)/sizeof(temp[0]));
                 }
   
         void OnLevelChanged(Player* player, uint8 oldLevel)
         {
                 if (oldLevel < player->getLevel())
                         LearnSpellsForNewLevel(player, oldLevel);
         }
   
         bool IsIgnoredSpell(uint32 spellID)
         {
                 for (std::vector<uint32>::const_iterator itr = ignoreSpells.begin(); itr != ignoreSpells.end(); ++itr)
                         if (spellID == (*itr))
                    return true;
                 return false;
         }
   
         void LearnSpellsForNewLevel(Player* player, uint8 level)
         {
                 if (level == player->getLevel() + 1)
                         return;
                 uint32 family;
                 switch(player->getClass())
                 {
                         case CLASS_ROGUE:
                    family = SPELLFAMILY_ROGUE;
                    break;
                         case CLASS_DEATH_KNIGHT:
                    family = SPELLFAMILY_DEATHKNIGHT;
                    break;
                         case CLASS_WARRIOR:
                    family = SPELLFAMILY_WARRIOR;
                    break;
                         case CLASS_PRIEST:
                    family = SPELLFAMILY_PRIEST;
                    break;
                         case CLASS_MAGE:
                    family = SPELLFAMILY_MAGE;
                    break;
                         case CLASS_PALADIN:
                    family = SPELLFAMILY_PALADIN;
                    break;
                         case CLASS_HUNTER:
                    family = SPELLFAMILY_HUNTER;
                    break;
                         case CLASS_DRUID:
                    family = SPELLFAMILY_DRUID;
                    break;
                         case CLASS_SHAMAN:
                    family = SPELLFAMILY_SHAMAN;
                    break;
                         case CLASS_WARLOCK:
                    family = SPELLFAMILY_WARLOCK;
                    break;
                 }
                 for (uint32 i = 0; i < sSpellMgr->GetSpellInfoStoreSize(); ++i)
                 {
                         SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(i);
                         if (!spellInfo)
                    continue;
                         if (spellInfo->SpellFamilyName != family)
                    continue;
                         if (IsIgnoredSpell(spellInfo->Id))
                    continue;
                         if (spellInfo->PowerType == POWER_FOCUS)
                    continue;
             if (DisableMgr::IsDisabledFor(DISABLE_TYPE_SPELL, spellInfo->Id, player))
                    continue;
             if ((spellInfo->AttributesEx7 & SPELL_ATTR7_ALLIANCE_ONLY && player->GetTeam() != ALLIANCE) || (spellInfo->AttributesEx7 & SPELL_ATTR7_HORDE_ONLY && player->GetTeam() != HORDE))
                    continue;
             if (spellInfo->BaseLevel != level && sSpellMgr->IsSpellValid(spellInfo, player))
                 continue;
   
                         bool valid = false;
   
                         SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spellInfo->Id);
                         for (SkillLineAbilityMap::const_iterator itr = bounds.first; itr != bounds.second; ++itr)
                         {
                    if (itr->second->spellId == spellInfo->Id && itr->second->racemask == 0 && itr->second->learnOnGetSkill == 0)
                    {
                     valid = true;
                     SpellInfo const* prevSpell = spellInfo->GetPrevRankSpell();
                     if (prevSpell && !player->HasSpell(prevSpell->Id))
                     {
                         valid = false;
                         break;
                     }
                     if (GetTalentSpellPos(itr->second->spellId))
                         if (!prevSpell || !player->HasSpell(prevSpell->Id) || spellInfo->GetRank() == 1)
                             valid = false;
                     break;
                    }
                         }
   
                         if (valid)
                    player->learnSpell(spellInfo->Id, false);
                 }
                 LearnSpellsForNewLevel(player, ++level);
         }
};
   
void AddSC_LearnSpellsOnLevelUp()
{
         new LearnSpellsOnLevelUp();
}
Сообщение # 1 написано 09.11.2013 в 14:57
Dissy
Death God
Было же -_-
Тык
[Мануал] Создание своего портала для 3.3.5

Ищу спонсора для своего сервера. Мой скайп - pifpaflol
Сообщение # 2 написано 09.11.2013 в 15:11
Vitalya7
Ну просто умничка=))
Цитата Dissy ()
Было же -_-
Тык

это 2 разных кода, и , кстати говоря , мой - более оптимизированный и менее баганый.
Сообщение # 3 написано 11.11.2013 в 22:11
admiirall
Центурион
Vitalya7, да и более приятен он. чем этот)
Сообщение # 4 написано 12.11.2013 в 01:44
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