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importing controlled implementation changes from original exp-for-kda branch; assist kill experience rewarded
importing controlled implementation changes from original exp-for-kda branch; code for contributions from prior activity, but will be adjusting to new contribution methods kill contributions should work; even if they don't, need to put this away for now extensivwe changes to the way OwnableByPlayer manages owner user information due to uniqueness, that changes a lot of vehicle and deployable code; fleshing out experience calculation procedure for future testing events for mounting and dismounting of both passenger and cargo; id'ing the installation of an amenity (vehicle or facility); separation of kill/assist experience and support experience calculations; retention of kill record which allows for the calculation of menace support experience accumulates and is given to the user in gradual provisions rewarding facility capture through cep; not fully tested yet; math sucks sort of cep to bep consditions for squad facility capture; bep deposit for ntu silo activity early reivision for v010; recording ongoing shots fired and landed restored bep from ntu deposits into resource silos; updating statistics in the database regarding kills and related stats including weapons; updated history management; basic experience calculation changes all rewarded support events are accounted for command experience calculations upon facility capture or resecure corrected database migrations most of the code for the play or progress system statistics window updates for exosuits to report kills; killing an llu runner gives cep; moving play or progress functionality to a bang command rather than piggybacking setbr; bep is no longer too high by error
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112 changed files with 5849 additions and 1361 deletions
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@ -75,12 +75,6 @@ game {
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third-party = no
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}
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# Battle experience rate
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bep-rate = 1.0
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# Command experience rate
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cep-rate = 1.0
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# Modify the amount of mending per autorepair tick for facility amenities
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amenity-autorepair-rate = 1.0
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@ -223,6 +217,190 @@ game {
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# Don't ask.
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doors-can-be-opened-by-med-app-from-this-distance = 5.05
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# How the experience calculates
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experience {
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# The short contribution time when events are collected and evaluated.
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short-contribution-time = 300000
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# The long contribution time when events are collected and evaluated
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# even factoring the same events from the short contribution time.
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# As a result, when comparing the two event lists, similar actors may appear
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# but their contributions may be different.
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long-contribution-time = 600000
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# Battle experience points
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# BEP is to be calculated in relation to how valuable a kill is worth.
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bep = {
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# After all calculations are complete, multiple the result by this value
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rate = 1.0
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# These numbers are to determine the starting value for a particular kill
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base = {
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# Black Ops multiplies the base value by this much
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bops-multiplier = 10.0
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# If the player who died ever utilized a mechanized assault exo-suit
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as-max = 250
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# The player who died got at least one kill
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with-kills = 100
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# The player who died was mounted in a vehicle at the time of death
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as-mounted = 100
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# The player who died after having been in the game world for a while after spawning.
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# Dying before this is often called a "spawn kill".
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mature = 50
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}
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}
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# Support experience points
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# The events from which support experience rises are numerous.
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# Calculation is determined by the selection of an "event" that decides how the values are combined.
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sep = {
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# After all calculations are complete, multiple the result by this value
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rate = 1.0
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# When using an advanced nanite transport to deposit into the resource silo of a major facility,
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# for reaching the maximum amount of a single deposit,
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# reward the user with this amount of support experience points.
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# Small deposits reward only a percentage of this value.
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ntu-silo-deposit-reward = 100
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# When the event can not be found, this flat sum is rewarded.
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# This should not be treated as a feature.
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# It is a bug.
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# Check your event label calls.
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can-not-find-event-default-value = 15
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# The events by which support experience calculation occurs.
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# Events can be composed of three parts: a base value, a per-use (shots) value, and an active amount value.
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# "Per-use" relies on knowledge from the server about the number of times this exact action occurred before the event.
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# "Active amount" relies on knowledge from the server about how much of the changes for this event are still valid.
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# Some changes can be undone by other events or other behavior.
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#
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# name - label by which this event is organized
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# base - whole number value
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# shots-multiplier - whether use count matters for this event
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# - when set to 0.0 (default), it does not
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# shots-limit - upper limit of use count
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# - cap the count here, if higher
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# shots-cutoff - if the use count exceeds this number, the event no longer applies
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# - a hard limit that should zero the contribution reward
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# - the *-cutoff should probably apply before *-limit, maybe
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# shots-nat-log - when set, may the use count to a natural logarithmic curve
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# - actually the exponent on the use count before the logarithm
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# - similar to shots-limit, but the curve plateaus quickly
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# amount-multiplier - whether active amount matters for this event
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# - when set to 0.0 (default), it does not
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events = [
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{
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name = "support-heal"
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base = 10
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shots-multiplier = 5.0
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shots-limit = 100
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amount-multiplier = 2.0
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}
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{
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name = "support-repair"
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base = 10
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shots-multiplier = 5.0
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shots-limit = 100
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}
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{
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name = "support-repair-terminal"
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base = 10
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shots-multiplier = 5.0
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shots-limit = 100
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}
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{
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name = "support-repair-turret"
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base = 10
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shots-multiplier = 5.0
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shots-limit = 100
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}
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{
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name = "mounted-kill"
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base = 25
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}
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{
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name = "router"
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base = 15
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}
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{
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name = "hotdrop"
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base = 25
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}
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{
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name = "hack"
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base = 5
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amount-multiplier = 5.0
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}
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{
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name = "ams-resupply"
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base = 15
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shots-multiplier = 1.0
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shots-nat-log = 5.0
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}
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{
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name = "lodestar-repair"
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base = 10
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shots-multiplier = 1.0
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shots-nat-log = 5.0
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shots-limit = 100
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amount-multiplier = 1.0
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}
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{
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name = "lodestar-rearm"
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base = 10
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shots-multiplier = 1.0
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shots-nat-log = 5.0
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}
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{
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name = "revival"
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base = 0
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shots-multiplier = 15.0
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shots-nat-log = 5.0
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shots-cutoff = 10
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}
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]
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}
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# Support experience points
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cep = {
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# After all calculations are complete, multiple the result by this value
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rate = 1.0
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# When command experience points are rewarded to the lattice link unit carrier,
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# modify the original value by this modifier.
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llu-carrier-modifier = 0.5
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# If a player died while carrying an lattice logic unit,
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# award the player who is accredited with the kill command experience as long as the time it had been carried longer than this duration.
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# Can set to Duration.Inf to never pass.
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llu-slayer-credit-duration = 1 minute
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# If a player died while carrying an lattice logic unit,
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# and satisfies the carrying duration,
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# award the player who is accredited with the kill command experience.
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llu-slayer-credit = 200
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# The maximum command experience that can be earned in a facility capture based on squad size
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maximum-per-squad-size = [990, 1980, 3466, 4950, 6436, 7920, 9406, 10890, 12376, 13860]
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# When the cep has to be capped for squad size, add a small value to the capped value
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# -1 reuses the cep before being capped
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squad-size-limit-overflow = -1
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# When the cep has to be capped for squad size, calculate a small amount to add to the capped value
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squad-size-limit-overflow-multiplier = 0.2
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}
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}
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# The game's official maximum battle rank is 40.
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# This is an artificial cap that attempts to stop advancement long before that.
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# After becoming this battle rank, battle experience points gain will be locked.
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# In our case, we're imposing this because character features can be unstable when above BR24.
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max-battle-rank = 24
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promotion {
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# Whether promotion versus play is offered at battle rank 1.
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# Anyone who is currently enrolled in the promotion system remains enrolled during normal game play.
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# Relenting on the promotion debt back to battle rank 2 is still possible.
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active = true
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# This is the maximum battle rank that can be set as part of the promotion system.
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max-battle-rank = 13
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# How much direct combat contributes to paying back promotion debt.
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# Typically, it does not contribute.
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battle-experience-points-modifier = 0f
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# Don't forget to pay back that debt.
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}
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}
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anti-cheat {
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