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
This commit is contained in:
TerminalAide0017
2023-06-06 16:47:08 -07:00
committed by GitHub
parent d479abd58c
commit f95f370a48
8 changed files with 206 additions and 44 deletions

View File

@@ -1,4 +1,4 @@
using Common.Resources.Proto;
using Common.Resources.Proto;
using Common.Utils.ExcelReader;
using MongoDB.Bson;
using MongoDB.Driver;
@@ -111,7 +111,7 @@ namespace Common.Database
PlayerLevelData.LevelData levelData = EquipmentLevelData.GetInstance().CalculateLevel((int)WeaponList[weaponIndex].Level, (int)WeaponList[weaponIndex].Exp + exp, weaponData.ExpType);
if(levelData.Level > weaponData.MaxLv)
if (levelData.Level > weaponData.MaxLv)
{
levelData.Level = weaponData.MaxLv;
EquipmentLevelDataExcel? LevelData = EquipmentLevelData.GetInstance().FromLevel(levelData.Level);
@@ -168,7 +168,7 @@ namespace Common.Database
{
int MaterialIndex = Array.FindIndex(MaterialList, material => material.Id == materialId);
if(MaterialIndex == -1)
if (MaterialIndex == -1)
{
MaterialList = MaterialList.Append(new() { Id = (uint)materialId, Num = num < 0 ? 0 : (uint)num }).ToArray();
}

View File

@@ -1,4 +1,4 @@
using MongoDB.Bson;
using MongoDB.Bson;
using Common.Resources.Proto;
using MongoDB.Driver;
using Common.Utils.ExcelReader;
@@ -33,6 +33,7 @@ namespace Common.Database
},
AssistantAvatarId = 101,
BirthDate = 0,
AbyssDynamicHard = 100,
AvatarTeamList = new List<AvatarTeam> { new AvatarTeam { AvatarIdLists = new uint[] { 101 }, StageType = ((uint)StageType.StageStory) } },
CustomAvatarTeamList = new List<CustomAvatarTeam> { }
};
@@ -73,6 +74,7 @@ namespace Common.Database
public WarshipAvatarData WarshipAvatar { get; set; }
public int AssistantAvatarId { get; set; }
public int BirthDate { get; set; }
public uint AbyssDynamicHard { get; set; }
public List<AvatarTeam> AvatarTeamList { get; set; }
public List<CustomAvatarTeam> CustomAvatarTeamList { get; set; }