CREDITS : slp13at420


Rather than cluttering up the VIP release thread I will be instead releasing any external mods in there own threads like this.

This is an external mod dependent on my VIP Engine:
This requires you have installed my VIP Engine Found Here ->




then search you source for these files to edit:
/src/server/game/Entities/Creature/GossipDef.cpp
/src/server/game/Entities/Player/Player.cpp


Modify Quest Reward rates:


/src/server/game/Entities/Creature/GossipDef.cpp

first add:
Code:


#include "Grumboz_VIP_Core.h"

with the rest of the includes.



find Function:
Code:


void PlayerMenu::SendQuestGiverQuestDetails(Quest const* quest, ObjectGuid npcGUID, bool activateAccept) const
add at the top:
Code:


    float VIP_OFFSET = VIP::GetVIPOFFSET();
    uint32 acctId = GetSession()->GetAccountId();
    uint8 Pvip = VIP::GetVIP(acctId);
    float MOD = (Pvip * VIP_OFFSET);

    Player* player = GetSession()->GetPlayer();

    float rate = (sWorld->getRate(RATE_XP_QUEST) + (sWorld->getRate(RATE_XP_QUEST) * MOD));
then find:
Code:


            data << uint32(quest->RewardChoiceItemCount[i]);
and replace with:
Code:


            uint32 Item_Choice_Reward_Count = quest->RewardItemIdCount[i];

            uint32 extra_Item_Choice_Reward_Count = Item_Choice_Reward_Count * MOD;
            
            data << uint32(quest->RewardChoiceItemCount[i] + extra_Item_Choice_Reward_Count);
then find:
Code:


            data << uint32(quest->RewardItemIdCount[i]);
and replace with:
Code:


            uint32 Item_Reward_Count = quest->RewardItemIdCount[i];

            uint32 extra_Item_Reward_Count = Item_Reward_Count * MOD;

                  data << uint32(quest->RewardItemIdCount[i] + extra_Item_Reward_Count);
then find:
Code:


        data << uint32(quest->GetRewOrReqMoney() + quest->GetRewOrReqMoney());
        data << uint32(quest->XPValue(_session->GetPlayer()) * sWorld->getRate(RATE_XP_QUEST));
and replace with:
Code:


        uint32 XP = quest->XPValue(player);
        float xp_rate = sWorld->getRate(RATE_XP_QUEST);
        uint32 MONEY = quest->GetRewOrReqMoney();

        uint32 extra_XP = XP * xp_rate + (xp_rate * MOD);
        uint32 extra_MONEY = MONEY + (MONEY * MOD);

        data << uint32(MONEY + extra_MONEY);
        data << uint32(XP + extra_XP);



find Function:
Code:


void PlayerMenu::SendQuestQueryResponse(Quest const* quest) const
add at the top of the function:
Code:


    float VIP_OFFSET = VIP::GetVIPOFFSET();
    uint32 acctId = GetSession()->GetAccountId();
    uint8 Pvip = VIP::GetVIP(acctId);
    float MOD = (Pvip * VIP_OFFSET);

    Player* player = GetSession()->GetPlayer();
then find:
Code:


    if (quest->HasFlag(QUEST_FLAGS_HIDDEN_REWARDS))
        data << uint32(0);                                  // Hide money rewarded
    else
        data << uint32(quest->GetRewOrReqMoney());          // reward money (below max lvl)
and replace with:
Code:


    uint32 MONEY = quest->GetRewOrReqMoney();
    uint32 extra_MONEY = MONEY * MOD;

    if (quest->HasFlag(QUEST_FLAGS_HIDDEN_REWARDS))
        data << uint32(0);                                  // Hide money rewarded
    else
        data << uint32(MONEY + extra_MONEY);                // reward money (below max lvl)
then find:
Code:


            data << uint32(quest->RewardItemIdCount[i]);
and replace with:
Code:


            uint32 Item_Reward_Count = quest->RewardItemIdCount[i];
            uint32 extra_Item_Reward_Count = Item_Reward_Count * MOD;

            data << uint32(quest->RewardItemIdCount[i] + extra_Item_Reward_Count);
then find:
Code:


            data << uint32(quest->RewardChoiceItemCount[i]);
and replace with:
Code:


            uint32 Item_Choice_Reward_Count = quest->RewardItemIdCount[i];
            uint32 extra_Item_Choice_Reward_Count = Item_Choice_Reward_Count * MOD;

            data << uint32(quest->RewardChoiceItemCount[i] + extra_Item_Choice_Reward_Count);// data << uint32(quest->RewardChoiceItemCount[i]);



find function:
Code:


void PlayerMenu::SendQuestGiverOfferReward(Quest const* quest, ObjectGuid npcGUID, bool enableNext) const
add at the top:
Code:


    float VIP_OFFSET = VIP::GetVIPOFFSET();
    uint32 acctId = GetSession()->GetAccountId();
    uint8 Pvip = VIP::GetVIP(acctId);
    float MOD = (Pvip * VIP_OFFSET);

    Player* player = GetSession()->GetPlayer();
then find:
Code:


            data << uint32(quest->RewardChoiceItemCount[i]);
and replace with:
Code:


        uint32 Item_Choice_Reward_Count = quest->RewardItemIdCount[i];
        uint32 extra_Item_Choice_Reward_Count = Item_Choice_Reward_Count * MOD;

        data << uint32(quest->RewardChoiceItemCount[i] + extra_Item_Choice_Reward_Count);
then find:
Code:


            data << uint32(quest->RewardItemIdCount[i]);
and replace with:
Code:


        uint32 Item_Reward_Count = quest->RewardItemIdCount[i];
        uint32 extra_Item_Reward_Count = Item_Reward_Count * MOD;

        data << uint32(quest->RewardItemIdCount[i] + extra_Item_Reward_Count);
then find:
Code:


    data << uint32(quest->GetRewOrReqMoney());
    data << uint32(quest->XPValue(_session->GetPlayer()) * sWorld->getRate(RATE_XP_QUEST));
and replace with:
Code:


    uint32 XP = quest->XPValue(player);
    float xp_rate = sWorld->getRate(RATE_XP_QUEST);
    uint32 MONEY = quest->GetRewOrReqMoney();

    uint32 extra_XP = XP * xp_rate + (xp_rate * MOD);
    uint32 extra_MONEY = MONEY + (MONEY * MOD);

    data << uint32(MONEY + extra_MONEY);
    data << uint32(XP + extra_XP);





/src/server/game/Entities/Player/Player.cpp

first add:
Code:


#include "Grumboz_VIP_Core.h"

with the rest of the includes.



find function
Code:


void Player::RewardQuest(Quest const* quest, uint32 reward, Object* questGiver, bool announce)
add at the top of the function:
Code:


    float VIP_OFFSET = VIP::GetVIPOFFSET();
    uint32 acctId = GetSession()->GetAccountId();
    uint8 Pvip = VIP::GetVIP(acctId);
    float MOD = (Pvip * VIP_OFFSET);

    Player* player = GetSession()->GetPlayer();
then find:
Code:


    SendNewItem(item, quest->RewardItemIdCount[i], true, false);
and replace with:
Code:


    uint32 RewardItemCount = quest->RewardItemIdCount[i];
    SendNewItem(item, RewardItemCount + (RewardItemCount * MOD), true, false);
then find:
Code:


   uint32 XP = rewarded && !quest->IsDFQuest() ? 0 : uint32(quest->XPValue(this)*sWorld->getRate(RATE_XP_QUEST));
and replace with:
Code:


    uint32 XP = rewarded && !quest->IsDFQuest() ? 0 : uint32(quest->XPValue(this)*sWorld->getRate(RATE_XP_QUEST));
    XP = XP + (XP*MOD);
then find:
Code:


        moneyRew = int32(quest->GetRewMoneyMaxLevel());
and replace with:
Code:


        moneyRew = int32(quest->GetRewMoneyMaxLevel() + (quest->GetRewMoneyMaxLevel() * MOD));
then find:
Code:


    if (uint32 honor = quest->CalculateHonorGain(getLevel()))
        RewardHonor(NULL, 0, honor);
and replace with:
Code:


    if (uint32 honor = quest->CalculateHonorGain(getLevel()))
    {
        honor = honor + (honor * MOD);
        RewardHonor(NULL, 0, honor);
    }
then find:
Code:


    if (quest->GetRewArenaPoints())
        ModifyArenaPoints(quest->GetRewArenaPoints());
and replace with:
Code:


    if (quest->GetRewArenaPoints())
    {
        int32 ArenaPoints = quest->GetRewArenaPoints();
        int32 RewardArenaPoints = ArenaPoints + (ArenaPoints * MOD);
        ModifyArenaPoints(RewardArenaPoints);
    }





find function:
Code:


void Player::SendQuestReward(Quest const* quest, uint32 XP)
add at the top:
Code:


    float VIP_OFFSET = VIP::GetVIPOFFSET();
    uint32 acctId = GetSession()->GetAccountId();
    uint8 Pvip = VIP::GetVIP(acctId);
    float MOD = (Pvip * VIP_OFFSET);

    Player* player = GetSession()->GetPlayer();
then find:
Code:


    if (getLevel() < sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
    {
        data << uint32(XP);

        data << uint32(ModRewMoney);
    }
and replace with:
Code:


    int32 RewMoney = quest->GetRewOrReqMoney();
    int32 ModRewMoney = RewMoney + (RewMoney * MOD);
    XP = XP + (XP * MOD);

    if (getLevel() < sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
    {
        data << uint32(XP);

        data << uint32(ModRewMoney);
    }
then find:
Code:


        data << uint32(quest->GetRewOrReqMoney() + int32(quest->GetRewMoneyMaxLevel() * sWorld->getRate(RATE_DROP_MONEY)));
and replace with:
Code:


        float DropMoneyRate = sWorld->getRate(RATE_DROP_MONEY);
        DropMoneyRate = DropMoneyRate + (DropMoneyRate * MOD);

        data << uint32(ModRewMoney + int32(quest->GetRewMoneyMaxLevel() * DropMoneyRate));
After you have completed adding these edits and compiling,
players will now see the modified values and receive the modified rewards




› See More: [VIP][MOD] Quest VIP rates