reduce mosnter chance, reduce DoT

master
Denis Ranneft 1 month ago
parent 097a417cc2
commit 57312f176d

@ -323,7 +323,7 @@ func DefaultValues() Values {
MerchantCostBase: 900,
MerchantCostPerLevel: 5,
MerchantTownAutoSellShare: 0.30,
MonsterEncounterWeightBase: 0.62,
MonsterEncounterWeightBase: 0.15,
MonsterEncounterWeightWildBonus: 0.18,
MerchantEncounterWeightBase: 0.02,
MerchantEncounterWeightRoadBonus: 0.05,

@ -770,17 +770,6 @@ export class GameEngine {
this._notifyStateChange();
}
/** Replace debuffs from server snapshot. */
patchHeroDebuffs(debuffs: HeroState['debuffs']): void {
const hero = this._gameState.hero;
if (!hero) return;
this._gameState = {
...this._gameState,
hero: { ...hero, debuffs },
};
this._notifyStateChange();
}
/** Apply or refresh a single debuff from WS. */
applyDebuffApplied(type: DebuffType, durationMs: number, expiresAtMs?: number): void {
const hero = this._gameState.hero;
@ -813,16 +802,6 @@ export class GameEngine {
this._notifyStateChange();
}
/** Apply a full server state override (used for backward compat). */
applyServerState(state: GameState): void {
this._gameState = {
...state,
lastVictoryLoot:
state.lastVictoryLoot ?? this._gameState.lastVictoryLoot,
};
this._notifyStateChange();
}
// ---- Lifecycle ----
/** Initialize the engine and attach to the DOM */
@ -1094,10 +1073,10 @@ export class GameEngine {
this.renderer.drawEnemy(
state.enemy.position.x,
state.enemy.position.y,
state.enemy.hp,
state.enemy.maxHp,
// state.enemy.hp,
// state.enemy.maxHp,
state.enemy.enemySlug,
state.enemy.enemyArchetype,
// state.enemy.enemyArchetype,
now,
);
} else {

@ -3,7 +3,7 @@ import { TILE_WIDTH, TILE_HEIGHT, MAP_ZOOM } from '../shared/constants';
import { getViewport } from '../shared/telegram';
import type { Camera } from './camera';
import type { TownData, NPCData, BuildingData, TownObjectData } from './types';
import { drawEnemyHpBarOnly } from './enemyVisuals';
// import { drawEnemyHpBarOnly } from './enemyVisuals';
import { GameSpriteRegistry } from './assets/gameSpriteRegistry';
import {
buildingTypeToTextureKey,
@ -880,10 +880,10 @@ export class GameRenderer {
drawEnemy(
wx: number,
wy: number,
hp: number,
maxHp: number,
// hp: number,
// maxHp: number,
enemySlug: string,
enemyArchetype: string | undefined,
// enemyArchetype: string | undefined,
now: number,
): void {
const gfx = this._enemyGfx;
@ -913,7 +913,7 @@ export class GameRenderer {
entry.sprite.scale.set(targetH / th);
entry.sprite.zIndex = cy + 90;
entry.sprite.visible = true;
drawEnemyHpBarOnly(gfx, enemySlug, enemyArchetype, cx, cy, hp, maxHp);
// drawEnemyHpBarOnly(gfx, enemySlug, enemyArchetype, cx, cy, hp, maxHp);
return;
}

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