Improve rewards/exp for shadow siege

This commit is contained in:
Melledy
2026-07-21 03:49:31 -07:00
parent 928f56dbef
commit 1a88269905
@@ -85,6 +85,12 @@ public class TraceHuntManager extends PlayerManager implements GameDatabaseObjec
return GameData.getTraceHuntControlDataTable().get(this.getControlId());
}
public int getRandomMedals() {
int medals = Utils.randomRange(125, 150);
double rate = GameData.getTraceHuntLevelDataTable().get(this.getLevel()).getTokenRate() * 0.01D;
return (int) (medals * rate);
}
public int addTraceRequests(int amount) {
// Add/remove requests
this.traceRequests = Math.max(Math.min(this.traceRequests + amount, 60), 0);
@@ -158,9 +164,6 @@ public class TraceHuntManager extends PlayerManager implements GameDatabaseObjec
if (this.getLevel() >= this.getMaxLevel()) {
this.exp = 0;
}
// Save to database
this.save();
}
public boolean isHunting() {
@@ -214,9 +217,9 @@ public class TraceHuntManager extends PlayerManager implements GameDatabaseObjec
int progress = 0;
if (traceId >= 40) {
progress = 2000;
} else if (traceId >= 30) {
progress = 1000;
} else if (traceId >= 30) {
progress = 750;
} else {
progress = 500;
}
@@ -284,6 +287,9 @@ public class TraceHuntManager extends PlayerManager implements GameDatabaseObjec
// Add logs to change info
change.setExtraData(logs);
// Add exp
this.addExp(50);
// Calculate result
if (this.huntPlayerUid == this.getPlayerUid()) {
// Check if we have enough cost items
@@ -298,7 +304,7 @@ public class TraceHuntManager extends PlayerManager implements GameDatabaseObjec
}
// Our own hunts
int progress = stars * 500;
int progress = 3500;
logs.add(new TraceHuntLog(11, this.getPlayer().getName(), Integer.toString(progress)));
@@ -314,6 +320,9 @@ public class TraceHuntManager extends PlayerManager implements GameDatabaseObjec
return null;
}
// Add medals
this.getPlayer().getInventory().addItem(37, this.getRandomMedals(), change);
// Success
return change;
}
@@ -342,12 +351,14 @@ public class TraceHuntManager extends PlayerManager implements GameDatabaseObjec
break;
}
// Add exp
this.addExp(250);
// Save
this.save();
// Success
// Test amount of items
return this.getPlayer().getInventory().addItem(37, 1000);
return this.getPlayer().getInventory().addItem(37, this.getRandomMedals());
}
// Proto