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feat: Add weekend skill, rep and gold bonus - #47
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Closes azerothcore#5. Server owners can now pick which bonuses run during the weekend event, each with its own on/off option, and XPWeekend.xpAmount sets the rate for all of them. Only looted gold and quest reward money are multiplied, so trade, mail and auction house money can't be used to duplicate gold. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
📝 Walkthrough
Merge Risk: 🔵 Low · up to Fractional bonus settings can take money from players. Prevent that behavior before merging, or explicitly accept and document reducing rates. Pre-merge checks |
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Self-review — featNewRates → masterOutcome 8 findings — 7 fixed, 1 dismissed — final round clean Reviewed By Claude Code, Opus 5.5 ( Tested in game by the author: all bonuses and options, per the author ("testei tudo em jogo") Review details (2 rounds in this run; rounds 1–3 in SELF-REVIEW.md)Intent Add weekend-event bonuses to mod-weekend-xp for profession and weapon/Defense skill-ups, Project rules Diff Metadata Carried forward from SELF-REVIEW.md: findings 1–7 fixed (5 partly dismissed: long SQL id-2 rows Round 4 —
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Review comments at @src/mod-double-xp-weekend.cpp:
- Around line 239-246: Update IsMoneyBonusActive to require _bonusRate > 1.0f
instead of merely differing from 1.0f, so rates below 1 do not activate quest
money bonuses and remove money from players.
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📒 Files selected for processing (4)
README.mdconf/mod-double-xp-weekend.conf.distdata/sql/db-world/mod-weekend-xp-texts.sqlsrc/mod-double-xp-weekend.cpp
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With XPWeekend.xpAmount below 1 the quest money bonus took gold back after the reward, and a player at the gold cap ended with less gold than before. Skills, reputation and money now only ever add, and a rate below 1 still lowers XP as before. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A server updating the module should keep its current behaviour, so the profession, weapon skill, reputation and money bonuses now start off in both the conf and the code. XPEnabled stays on. Also names the faction ids skipped by ExcludeInsaneReps in an enum. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Keep both sides: the cached options and extra bonuses from azerothcore#47, and the configurable window and start/end messages from this branch. - LoadConfig() reads both sets of options. - IsEventActive() tests the hour-of-week mask; the WD_* day values are no longer used. - One DoubleXpWeekendWorldScript with both hooks. - conf.dist: the two sentences that said the bonuses run from Friday to Sunday now point to the XPWeekend.Days window. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
What and why
Closes #5. Besides XP, the weekend event can now boost profession skill-ups, weapon and Defense skill-ups, reputation and money.
XPWeekend.xpAmountis the rate for all of them and each bonus has its own 0/1 switch, so a server can run a gold-only or profession-only weekend. Nothing in the core changes.Decisions worth knowing
XPEnabled,ProfessionEnabled,WeaponSkillEnabled,ReputationEnabledandMoneyEnabled. OnlyXPEnabledis on by default, so a server updating the module keeps its current behaviour until it turns the new bonuses on.OnPlayerBeforeLootMoney, before the group split) and quest reward money only. The only general money hook has no source info, and multiplying every gain would let players duplicate gold through trade, mail or the auction house.OnPlayerQuestComputeXPnotes the max-level money inCustomDataandOnPlayerCompleteQuestpays the extra as a separateModifyMoney, repeating the checksPlayer::RewardQuestdoes (play time, money a quest takes, achievement credit).OnPlayerUpdateSkilladds the extra points withSetSkillafter a successful skill-up, capped at the skill max. Skill points are whole numbers, so a decimal rate rounds down (a 1 point gain at 1.5 stays 1).LoadConfig(), which runs on startup and.reload config.Review guide
src/mod-double-xp-weekend.cppis where judgment matters: the quest money pair (OnPlayerQuestComputeXP/OnPlayerCompleteQuest) has to matchPlayer::RewardQuestexactly, andOnPlayerUpdateSkillchanges a skill from inside a skill-up hook.IsEventActive()now usesAcore::Time::TimeBreakdown()instead oflocaltime(), since the hooks run on map threads.conf/mod-double-xp-weekend.conf.dist,README.mdand the id 2 string indata/sql/db-world/mod-weekend-xp-texts.sql(default plus 8 locales, now listing the five switches in.weekendxp config) are mechanical.Known gaps
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