Favor lowered. It should require actual work to maintain. Fixed a bug with pets.
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@@ -45,7 +45,7 @@ string get_quest_description(int quest_type) {
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int get_quest_chance_from_favor() {
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int chance = int(favor * QUEST_CHANCE_PER_FAVOR);
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if (chance < QUEST_MIN_CHANCE && favor > 1.0) chance = QUEST_MIN_CHANCE;
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if (chance < QUEST_MIN_CHANCE && favor >= 1.0) chance = QUEST_MIN_CHANCE;
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if (chance > 100) chance = 100;
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return chance;
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}
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@@ -66,7 +66,7 @@ void add_quest(int quest_type) {
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void attempt_daily_quest() {
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if (quest_roll_done_today) return;
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if (favor <= 1.0) return;
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if (favor < 1.0) return;
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if (world_altars.length() == 0) return;
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if (quest_queue.length() >= QUEST_MAX_ACTIVE) return;
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@@ -105,6 +105,7 @@ string get_quest_favor_phrase(int score) {
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void apply_quest_reward(int score) {
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double favor_gain = score * QUEST_FAVOR_PER_POINT;
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if (favor_gain < 0) favor_gain = 0;
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if (favor_gain > 1.0) favor_gain = 1.0;
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favor += favor_gain;
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// Determine quantity based on score
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@@ -142,6 +143,7 @@ void apply_quest_reward(int score) {
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string message = "Quest Complete!\n\nRewards:\n";
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message += get_quest_favor_phrase(score) + "\n";
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message += "Favor: +" + format_favor(favor_gain) + "\n";
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if (added_amount > 0) {
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message += get_item_display_name(reward_item) + ": +" + added_amount + "\n";
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