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https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-04 22:40:05 +00:00
Tuned various values.
* The player no longer receives the Blossom nano mission until they've left the future * As a temporary measure for the sake of the public server, Fusions in respawn in their lairs after 2.5 minutes * Changed default player damage value to 150 * Mobs now drop the correct amount of FM, as well as a close approximation of the correct amount of taros * You can no longer break the FM cap in the Future zone * Fixed the updateFusionMatter() bug the right way this time * Completing a nano mission now subtracts FM as it should * Setting a Nano's power no longer reports 0 FM to the client
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@ -9,7 +9,7 @@
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std::map<int32_t, Reward*> MissionManager::Rewards;
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std::map<int32_t, TaskData*> MissionManager::Tasks;
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nlohmann::json MissionManager::AvatarGrowth[36];
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nlohmann::json MissionManager::AvatarGrowth[37];
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void MissionManager::init() {
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TASK_START, taskStart);
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@ -162,7 +162,7 @@ bool MissionManager::endTask(CNSocket *sock, int32_t taskNum) {
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// if it's a nano mission, reward the nano.
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if (task["m_iSTNanoID"] != 0) {
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NanoManager::addNano(sock, task["m_iSTNanoID"], 0);
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NanoManager::addNano(sock, task["m_iSTNanoID"], 0, true);
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// check if the player already has enough fm for the next mission
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updateFusionMatter(sock, 0);
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}
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@ -369,12 +369,18 @@ void MissionManager::updateFusionMatter(CNSocket* sock, int fusion) {
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plr->fusionmatter += fusion;
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// sanity check
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if (plr->level >= 36)
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// there's a much lower FM cap in the Future
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if (plr->fusionmatter > AvatarGrowth[plr->level]["m_iFMLimit"])
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plr->fusionmatter = AvatarGrowth[plr->level]["m_iFMLimit"];
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else if (plr->fusionmatter < 0) // if somehow lowered too far
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plr->fusionmatter = 0;
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// check if it is enough for the nano mission
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if (plr->fusionmatter <= AvatarGrowth[plr->level]["m_iReqBlob_NanoCreate"])
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return;
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// check if it is over the limit
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if (plr->fusionmatter <= AvatarGrowth[plr->level]["m_iReqBlob_NanoCreate"])
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// don't give the Blossom nano mission until the player's in the Past
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if (plr->level == 4 && plr->PCStyle2.iPayzoneFlag == 0)
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return;
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// check if the nano task is already started
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@ -38,7 +38,7 @@ struct TaskData {
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namespace MissionManager {
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extern std::map<int32_t, Reward*> Rewards;
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extern std::map<int32_t, TaskData*> Tasks;
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extern nlohmann::json AvatarGrowth[36];
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extern nlohmann::json AvatarGrowth[37];
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void init();
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void taskStart(CNSocket* sock, CNPacketData* data);
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@ -60,7 +60,7 @@ void MobManager::pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
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}
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Mob *mob = Mobs[pktdata[i]];
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int damage = hitMob(sock, mob, 100);
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int damage = hitMob(sock, mob, 150);
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respdata[i].iID = mob->appearanceData.iNPC_ID;
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respdata[i].iDamage = damage;
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@ -129,9 +129,9 @@ void MobManager::giveReward(CNSocket *sock) {
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// don't forget to zero the buffer!
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memset(respbuf, 0, resplen);
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// update player
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plr->money += 50;
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MissionManager::updateFusionMatter(sock, 70);
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// NOTE: these will need to be scaled according to the player/mob level difference
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plr->money += (int)MissionManager::AvatarGrowth[plr->level]["m_iMobFM"]; // this one's innacurate, but close enough for now
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MissionManager::updateFusionMatter(sock, MissionManager::AvatarGrowth[plr->level]["m_iMobFM"]);
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// simple rewards
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reward->m_iCandy = plr->money;
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@ -51,6 +51,10 @@ struct Mob : public BaseNPC {
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regenTime = data["m_iRegenTime"];
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idleRange = data["m_iIdleRange"];
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// XXX: temporarily force respawns for Fusions until we implement instancing
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if (regenTime >= 300000000)
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regenTime = 1500;
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spawnX = appearanceData.iX;
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spawnY = appearanceData.iY;
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spawnZ = appearanceData.iZ;
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@ -4,6 +4,7 @@
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#include "PlayerManager.hpp"
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#include "NPCManager.hpp"
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#include "MobManager.hpp"
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#include "MissionManager.hpp"
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namespace NanoManager {
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@ -202,7 +203,7 @@ void NanoManager::nanoPotionHandler(CNSocket* sock, CNPacketData* data) {
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}
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#pragma region Helper methods
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void NanoManager::addNano(CNSocket* sock, int16_t nanoId, int16_t slot) {
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void NanoManager::addNano(CNSocket* sock, int16_t nanoId, int16_t slot, bool spendfm) {
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if (nanoId > 36)
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return;
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@ -210,13 +211,21 @@ void NanoManager::addNano(CNSocket* sock, int16_t nanoId, int16_t slot) {
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int level = nanoId < plr->level ? plr->level : nanoId;
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/*
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* Spend the necessary Fusion Matter.
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* Note the use of the not-yet-incremented plr->level as opposed to level.
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* Doing it the other way always leaves the FM at 0. Jade totally called it.
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*/
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if (spendfm)
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MissionManager::updateFusionMatter(sock, -(int)MissionManager::AvatarGrowth[plr->level]["m_iReqBlob_NanoCreate"]);
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// Send to client
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INITSTRUCT(sP_FE2CL_REP_PC_NANO_CREATE_SUCC, resp);
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resp.Nano.iID = nanoId;
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resp.Nano.iStamina = 150;
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resp.iQuestItemSlotNum = slot;
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resp.iPC_Level = level;
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resp.iPC_FusionMatter = plr->fusionmatter; // will decrease in actual nano missions
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resp.iPC_FusionMatter = plr->fusionmatter;
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// Update player
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plr->Nanos[nanoId] = resp.Nano;
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@ -307,6 +316,7 @@ void NanoManager::setNanoSkill(CNSocket* sock, int16_t nanoId, int16_t skillId)
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INITSTRUCT(sP_FE2CL_REP_NANO_TUNE_SUCC, resp);
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resp.iNanoID = nanoId;
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resp.iSkillID = skillId;
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resp.iPC_FusionMatter = plr->fusionmatter;
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resp.aItem[9] = plr->Inven[0]; // temp fix for a bug TODO: Use this for nano power changing later
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sock->sendPacket((void*)&resp, P_FE2CL_REP_NANO_TUNE_SUCC, sizeof(sP_FE2CL_REP_NANO_TUNE_SUCC));
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@ -55,7 +55,7 @@ namespace NanoManager {
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void nanoPotionHandler(CNSocket* sock, CNPacketData* data);
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// Helper methods
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void addNano(CNSocket* sock, int16_t nanoId, int16_t slot);
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void addNano(CNSocket* sock, int16_t nanoId, int16_t slot, bool spendfm=false);
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void summonNano(CNSocket* sock, int slot);
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void setNanoSkill(CNSocket* sock, int16_t nanoId, int16_t skillId);
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void resetNanoSkill(CNSocket* sock, int16_t nanoId);
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@ -832,6 +832,9 @@ void PlayerManager::changePlayerGuide(CNSocket *sock, CNPacketData *data) {
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if (plr->tasks[i] != 0)
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MissionManager::quitTask(sock, plr->tasks[i]);
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}
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// start Blossom nano mission if applicable
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MissionManager::updateFusionMatter(sock, 0);
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}
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// save it on player
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plr->mentor = pkt->iMentor;
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@ -128,7 +128,7 @@ void TableData::init() {
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nlohmann::json growth = xdtData["m_pAvatarTable"]["m_pAvatarGrowData"];
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for (int i = 0; i < 36; i++) {
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for (int i = 0; i < 37; i++) {
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MissionManager::AvatarGrowth[i] = growth[i];
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}
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