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Fix babysit logging, achievement table name, and blacksmith repair costs
- runAutoBabysitDay now logs daily totals (was silently skipping logBabysitActivity) - Stop wiping babysit_log on expiry/cancel; clear at next purchase instead so history persists between services - Fix achievement query referencing wrong table name (babysit_log -> adventure_babysit_log) - Tune blacksmith baseRates ([1,3,8,20,55,150] -> [1,2,5,12,30,80]) and soften the convexity (damage/100 -> damage/200) so mid-game repair drag isn't punitive Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -12,7 +12,7 @@ import (
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// ── Pricing ─────────────────────────────────────────────────────────────────
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var blacksmithBaseRates = [6]int{1, 3, 8, 20, 55, 150}
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var blacksmithBaseRates = [6]int{1, 2, 5, 12, 30, 80}
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func blacksmithRepairCost(eq *AdvEquipment) int {
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if eq == nil || eq.Condition >= 100 {
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@@ -34,7 +34,7 @@ func blacksmithRepairCost(eq *AdvEquipment) int {
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}
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baseRate := float64(blacksmithBaseRates[tier])
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damage := float64(100 - eq.Condition)
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condMult := 1.0 + damage/100.0
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condMult := 1.0 + damage/200.0
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costPerPoint := baseRate * condMult
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return int(math.Ceil(costPerPoint * damage))
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}
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