Fix: Small Fixes for June#1091
Conversation
| obj.MainPawnSlot += (ushort)upgrade.Amount; | ||
| // When the player unlocks this, the total number will be increased to 3. | ||
| client.Character.MyPawnSlotNum += (byte)upgrade.Amount; | ||
| _Server.Database.UpdateMyPawnSlot(client.Character.CharacterId, client.Character.MyPawnSlotNum, connectionIn); |
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Why are these database updates removed?
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Because it's no longer driven from that database table, and interpreted from the collected unlocks when the Dragon Force Upgrades are loaded in. The whole table is defunct and I should just migrate it away in this update, but I didn't want to do a migration cause I'm lazy.
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Why didn't you drop this table then in a migration if it is not used?
| // Checking for two cases: | ||
| // 1) Player has completed A Servant's Pledge. | ||
| // 2) Player has done the pawn creation step of A Servant's Pledge but somehow not finished the quest. | ||
| if (character is Character arisen |
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Because your orb gain stats are no longer driven from ddon_orb_gain_extend_param, so the only record of the base 2 pawn slots is in your quest completion status.
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Make a migration to remove the table then. Don't leave it hanging around.
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| uint stageNo = StageManager.ConvertIdToStageNo(request.LayoutId.AsStageLayoutId()); | ||
| if (Server.AssetRepository.GatheringSpotInfoAsset.GatheringInfoMap.TryGetValue(stageNo, out var spots) |
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Is there not a better way to do this? This looks awful.
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You could adjust the GatheringInfoAsset to make it less awful, but I don't think it's too bad. It's a nested dictionary, it's gonna be messy to check safely. If you change it too much you're gonna break scripts because it's exposed to default_gathering.csx.
…uestGetLightQuestListHandler having an improper class name and using the wrong setting to limit quest repeats.
…sk type provided isn't in the usual TaskType enum (so arbitrary tasks can be defined in scripting alone without extending the enum)
…sage sets if it would be a chat command starting with /.
… benefit from it.
… unlocked nodes and computing the cumulative status dynamically from the unlocks, rather than tracking the cumulant from the DB alone. Fix issue where the final node of the 4th page was the wrong type, preventing completion of an achievement.
… a pawn to the void. At the current values in the tree, this is 41% at max rate.
…they're coming from.
…sed to chat command /affection. Add /wallet to show hidden wallet values.
…d through the RecipeDesignate handler.
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| // 2) Player has done the pawn creation step of A Servant's Pledge but somehow not finished the quest. | ||
| if (character is Character arisen | ||
| && (arisen.CompletedQuests.ContainsKey(Shared.Model.Quest.QuestId.AServantsPledge) | ||
| //|| (client.QuestState.IsQuestAccepted(QuestManager.GetScheduleId(_Server, Shared.Model.Quest.QuestId.AServantsPledge, 0)) |
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Delete this commented code if it is not used.
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| return Category.None; | ||
| GroupNo.Group1 => Category.Vitality, |
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Not sure why you need to keep updating the readable switch statements into this c# mess.
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Because we're writing in C# and switch expressions are idiomatic and, in my opinion, more readable and concise than switch statements (for some subset of situations, including simple mapping of TypeA to TypeB)?
| private static readonly double ScaleFactor = 14.4; | ||
| public static readonly uint MaxLevel = 25; | ||
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| public uint CalculateLikabilityXP() |
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Should probably expose this to scripting at some point because most people won't like this harsh algo derived from old comments I am sure.
| // Checking for two cases: | ||
| // 1) Player has completed A Servant's Pledge. | ||
| // 2) Player has done the pawn creation step of A Servant's Pledge but somehow not finished the quest. | ||
| if (character is Character arisen |
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Make a migration to remove the table then. Don't leave it hanging around.
Only a few days late to push this.
Public Things
Boring Dev Things
QuestGetLightQuestListHandlerand misnamed logger inClientErrorCodeAssetDeserializer.ddon_orb_gain_extend_param, which will be removed in a later migration.Checklist:
developbranch