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https://github.com/Melledy/LunarCore.git
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Fixed stagnant shadow bosses being the wrong world level when spawned
Also reworked how monsters scaled when changing world level
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@@ -82,7 +82,7 @@ public class BattleService extends BaseGameService {
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List<StageExcel> stages = new ArrayList<>();
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List<StageExcel> stages = new ArrayList<>();
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for (var monster : monsters) {
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for (var monster : monsters) {
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StageExcel stage = GameData.getStageExcelMap().get(monster.getStageId(player.getWorldLevel()));
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StageExcel stage = GameData.getStageExcelMap().get(monster.getStageId());
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if (stage != null) {
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if (stage != null) {
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stages.add(stage);
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stages.add(stage);
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@@ -89,6 +89,7 @@ public class Scene {
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monster.setInstId(monsterInfo.getID());
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monster.setInstId(monsterInfo.getID());
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monster.setEventId(monsterInfo.getEventID());
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monster.setEventId(monsterInfo.getEventID());
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monster.setGroupId(group.getId());
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monster.setGroupId(group.getId());
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monster.setWorldLevel(this.getPlayer().getWorldLevel());
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// Add to monsters
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// Add to monsters
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this.addEntity(monster);
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this.addEntity(monster);
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@@ -210,6 +211,10 @@ public class Scene {
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return false;
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return false;
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}
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}
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if (entity instanceof EntityMonster monster) {
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monster.setWorldLevel(worldLevel);
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}
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player.sendPacket(new PacketActivateFarmElementScRsp(entityId, worldLevel));
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player.sendPacket(new PacketActivateFarmElementScRsp(entityId, worldLevel));
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return true;
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return true;
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}
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}
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@@ -28,7 +28,7 @@ public class EntityMonster implements GameEntity {
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this.rot = new Position();
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this.rot = new Position();
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}
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}
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public int getStageId(int worldLevel) {
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public int getStageId() {
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return (this.getEventId() * 10) + worldLevel;
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return (this.getEventId() * 10) + worldLevel;
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}
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}
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