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N7/B2: Renown — prestige past the L20 cap
Overflow XP that grantDnDXP used to drop at L20 now accumulates as Renown on player_meta.renown_xp (cumulative, atomic +=; renown_level derived as renown_xp/25000). The reward is prestige-only: a derived rank ladder (Renowned→…→Eternal), a cosmetic ✦N marker on the sheet and leaderboard, a games-room shout on rank promotion, and !level progress once capped. Renown perks are the two combat-neutral economy levers only — +loot / +XP, capped at a streak-30 grant's economic half (+15% / +20%). combat_stats.go reads DeathModifier/SuccessBonus/ExceptionalBonus (which map to Defense/ Attack/CritRate) but never LootQuality/XPMultiplier, so renown pays out even through loadCombatBonuses without moving the golden or the balance corpus. The plan's "-death penalty" perk is deliberately dropped (it would inflate Defense). The overflow→renown conversion and the character save commit in one transaction (saveDnDCharacterExec now takes an executor), so a crash can neither drop the overflow nor double-credit it on the next grant. Schema: renown_xp column, DEFAULT 0 correct for every existing row, no bootstrap (journal_pages/epilogue_cleared pattern). Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
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@@ -171,7 +171,12 @@ func (p *AdventurePlugin) loadCombatBonuses(userID id.UserID, char *AdventureCha
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treasures, _ := loadAdvTreasureBonuses(userID)
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buffs, _ := loadAdvActiveBuffs(userID)
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hasGrudge := char.GrudgeLocation != ""
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return computeAdvBonuses(treasures, buffs, char.CurrentStreak, hasGrudge)
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b := computeAdvBonuses(treasures, buffs, char.CurrentStreak, hasGrudge)
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// N7/B2 — renown pays out on loot/XP here too. Safe despite this feeding
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// combat_stats: applyRenownBonuses touches only LootQuality/XPMultiplier,
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// which combat stat derivation never reads (see adventure_renown.go).
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applyRenownBonuses(b, char.RenownLevel())
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return b
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}
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// loadConsumableInventory scans inventory for items matching consumable definitions.
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