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https://github.com/rafi1212122/PemukulPaku
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Affixes and Equipment (#2)
* Update Equipment.cs Added LVL and EXP params while adding some equipment * Update Equipment.cs changed params to the appropriate type and removed casting * Update Equipment.cs Removed unnecessary changes. * Update RefineStigmataRuneReqHandler.cs Simplified rolling * Update GiveCommand.cs Changed Default behavior of Equipment commands to grant only the max star level versions. Default's to max level as well. * Update GiveCommand.cs Added more command aliases, > valks, valkyries, weap, wep, > weapons-all, weap-all, wep-all, stigmata-all, stigs-all added Avatar ID `316` to the blocked IDs list to prevent buggy behavior. (might add `avatars-all` to get them back) give weap/stigs 0 grants max level items without the `-all` equipment only gives the highest rarity of each weapon. * Update RefineStigmataRuneReqHandler.cs Affixes are now 90% functional * Update SelectNewStigmataRuneReqHandler.cs Should work for any further affix handling changes without needing modifications (might break on 10x but shouldn't) * Update AvatarCommand.cs Blocked Sus-Nya * Update AvatarCommand.cs bitwise -> logical OR * Update GiveCommand.cs bitwise -> logical OR * Update RefineStigmataRuneReqHandler.cs bitwise -> logical AND * Created Personal Abyss Command * Created abyss command * Update User.cs Stores personal Abyss Temperature * Update UltraEndlessGetMainDataReqHandler.cs Uses personal Abyss Temp
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@@ -1,4 +1,4 @@
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using Common.Resources.Proto;
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using Common.Resources.Proto;
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using Common.Utils.ExcelReader;
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using MongoDB.Bson;
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using MongoDB.Driver;
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@@ -111,7 +111,7 @@ namespace Common.Database
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PlayerLevelData.LevelData levelData = EquipmentLevelData.GetInstance().CalculateLevel((int)WeaponList[weaponIndex].Level, (int)WeaponList[weaponIndex].Exp + exp, weaponData.ExpType);
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if(levelData.Level > weaponData.MaxLv)
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if (levelData.Level > weaponData.MaxLv)
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{
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levelData.Level = weaponData.MaxLv;
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EquipmentLevelDataExcel? LevelData = EquipmentLevelData.GetInstance().FromLevel(levelData.Level);
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@@ -168,7 +168,7 @@ namespace Common.Database
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{
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int MaterialIndex = Array.FindIndex(MaterialList, material => material.Id == materialId);
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if(MaterialIndex == -1)
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if (MaterialIndex == -1)
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{
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MaterialList = MaterialList.Append(new() { Id = (uint)materialId, Num = num < 0 ? 0 : (uint)num }).ToArray();
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}
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@@ -1,4 +1,4 @@
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using MongoDB.Bson;
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using MongoDB.Bson;
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using Common.Resources.Proto;
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using MongoDB.Driver;
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using Common.Utils.ExcelReader;
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@@ -33,6 +33,7 @@ namespace Common.Database
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},
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AssistantAvatarId = 101,
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BirthDate = 0,
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AbyssDynamicHard = 100,
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AvatarTeamList = new List<AvatarTeam> { new AvatarTeam { AvatarIdLists = new uint[] { 101 }, StageType = ((uint)StageType.StageStory) } },
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CustomAvatarTeamList = new List<CustomAvatarTeam> { }
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};
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@@ -73,6 +74,7 @@ namespace Common.Database
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public WarshipAvatarData WarshipAvatar { get; set; }
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public int AssistantAvatarId { get; set; }
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public int BirthDate { get; set; }
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public uint AbyssDynamicHard { get; set; }
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public List<AvatarTeam> AvatarTeamList { get; set; }
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public List<CustomAvatarTeam> CustomAvatarTeamList { get; set; }
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