Commit Graph

5 Commits

Author SHA1 Message Date
nolt
6307ecfc24 Derive each player's zen from the experience they actually gained
The money amount of a monster drop is computed as "gained experience + 7", but
in a party it was neither derived from, nor distributed like, that experience.

DistributeExperienceAfterKillAsync returned a party total without the game rate
and the personal experience rates, while AddExpAfterKillAsync returned a value
which had them applied. Both landed in the same variable in OnDeathAsync, so the
party number was orders of magnitude smaller. That mismatch was worked around by
recalculating the killer's solo experience for money purposes, which pinned the
party pool to a solo-sized amount: with the pool then split by member count, a
party of three received about a third of the solo zen each, while its experience
pool grows with the party size.

AwardExperienceAsync already computes the per member experience with all rates
applied, it just discarded it. It now returns that value, the distribution
returns the per member breakdown, and the money is split proportionally to it.
The workaround is gone, the pool follows the experience, and each member's zen
matches their own level, their own rates and their own master/normal branch. The
units lost to the integer division are handed to the shares which were cut the
most, one each, so no member is systematically favoured over many kills.

Two defects around the money rate are fixed on the way:

- MoneyAmountRate was applied for the killer when the drop was created and again
  for the receiver when a party picked it up, so a rate of 3.0 paid a party 9x.
  On the "money straight into the inventory" path for a solo killer it was not
  applied at all. It is now applied exactly once, for the receiver.
- ClampMoneyOnPickup was only honoured for solo pick ups. A party member at
  MaximumInventoryMoney silently lost their share, because the drop was consumed
  as soon as any other member could take one. The clamp now runs on the shared
  payout path, after the money rate, so it clamps the amount actually credited.

Money without a per player breakdown, such as the fixed amount of an item box,
keeps being split equally. Shares of players who are no longer eligible are
redistributed among the remaining ones instead of being lost.

(cherry picked from commit 53f25aca08e690255571f2bb6c796bb7c10934a2)
2026-07-27 00:54:16 +03:00
Acentech Dev
538189ea7c feat(tvt): per-character scoreboard (kills, statues, statue damage)
Server: new 0xFD HeykelSavasiScoreboard packet + view plugin; HeykelSavasiContext tracks per-player
kills (Player.AfterKilledPlayerAsync hook), statues broken (OnDestructibleDied), and statue damage
(AttackableNpcBase.AttackByAsync hook); broadcast top-8 by damage (desc) every ~1s, omitting zero-damage
characters.
2026-07-21 16:34:15 +03:00
Acentech Dev
0f9db37a92 feat(hs): all statues visible at fixed coords, guard-gated, any-order break with counter+killer message
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-21 14:54:43 +03:00
Acentech Dev
e6e93450b7 fix(hs): make statues immune to friendly (same-team) damage
A player could destroy their own team's Heykel Savasi statue: the win-condition
attribution (OnDestructibleDied) trusts geometry alone (attacker = Opponent of
defender), and the old friendly-fire guard only covered Player targets, not
Destructible statues. Block same-team damage at the NPC damage intake instead
so only the enemy team can ever land a hit on a statue.
2026-07-21 00:57:15 +03:00
Acentech Dev
36fc125d5c baseline: OpenMU upstream b5a0961 (fresh source) 2026-07-14 19:00:35 +03:00