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
This commit is contained in:
2020-09-26 03:48:45 +02:00
parent dccd92aff9
commit 9657aaf202
8 changed files with 38 additions and 15 deletions

View File

@@ -60,7 +60,7 @@ void MobManager::pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
}
Mob *mob = Mobs[pktdata[i]];
int damage = hitMob(sock, mob, 100);
int damage = hitMob(sock, mob, 150);
respdata[i].iID = mob->appearanceData.iNPC_ID;
respdata[i].iDamage = damage;
@@ -129,9 +129,9 @@ void MobManager::giveReward(CNSocket *sock) {
// don't forget to zero the buffer!
memset(respbuf, 0, resplen);
// update player
plr->money += 50;
MissionManager::updateFusionMatter(sock, 70);
// NOTE: these will need to be scaled according to the player/mob level difference
plr->money += (int)MissionManager::AvatarGrowth[plr->level]["m_iMobFM"]; // this one's innacurate, but close enough for now
MissionManager::updateFusionMatter(sock, MissionManager::AvatarGrowth[plr->level]["m_iMobFM"]);
// simple rewards
reward->m_iCandy = plr->money;