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Adventure crafting: grant foraging XP per attempt, track lifetime crafts
Crafting was a downstream consumer of Foraging skill but never gave any XP back, so the feedback loop was one-directional — only gathering contributed to the level that gates better recipes. Now: each auto-craft attempt grants Foraging XP (success > failure). Per-tier values: tier 1: +12 / +3 tier 2: +25 / +5 tier 3: +40 / +8 tier 4: +60 / +12 tier 5: +90 / +18 Successful T1 ≈ 30% of a Foraging Success haul; T5 ≈ 40%. Failures get a small consolation grant — the attempt still produced practical knowledge (and lost ingredients). Schema: adventure_characters.crafts_succeeded INT for lifetime tracking. Migration entry included. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -141,6 +141,7 @@ func runMigrations(d *sql.DB) error {
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`ALTER TABLE coop_dungeon_gifts ADD COLUMN expires_at DATETIME`,
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`ALTER TABLE coop_dungeon_gifts ADD COLUMN applied_at DATETIME`,
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`ALTER TABLE coop_dungeon_gifts ADD COLUMN stack_lead_id INTEGER`,
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`ALTER TABLE adventure_characters ADD COLUMN crafts_succeeded INTEGER NOT NULL DEFAULT 0`,
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}
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for _, stmt := range columnMigrations {
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if _, err := d.Exec(stmt); err != nil {
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