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Sleep, Innovation, Weakness, and Reflection Summoner Skills #673
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Summary of ChangesHello @ze-dom, I'm Gemini Code Assist1! I'm currently reviewing this pull request and will post my feedback shortly. In the meantime, here's a summary to help you and other reviewers quickly get up to speed! This pull request significantly overhauls the game's skill and magic effect system, with a particular focus on enhancing the Summoner class. It introduces a more sophisticated framework for defining and applying magic effects, allowing for separate PvP and PvM mechanics, variable durations based on target level, and chances of application. The changes also include new attributes for fine-tuning skill damage, a new 'asleep' status effect, and comprehensive database updates to support these new features. The aim is to provide greater depth and balance to character abilities and combat encounters. Highlights
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Code Review
This pull request introduces new Summoner skills (Sleep, Innovation, Weakness) and includes a significant refactoring of the damage calculation system to enhance flexibility, particularly for PvP versus PvE scenarios. The changes are extensive, affecting data models, game logic, and persistence layers. Overall, the implementation is well-structured. I've identified a few issues, including a potential crash due to division by zero, a typo in an attribute description, and a bug in skill effect scaling logic. Addressing these points will improve the robustness and correctness of the new features.
| if (magicEffectDefinition.DurationDependsOnTargetLevel) | ||
| { | ||
| finalDuration -= target is Player | ||
| ? target.Attributes[Stats.Level] / magicEffectDefinition.PlayerTargetLevelDivisor | ||
| : target.Attributes[Stats.Level] / magicEffectDefinition.MonsterTargetLevelDivisor; | ||
| } |
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There's a potential DivideByZeroException here if magicEffectDefinition.PlayerTargetLevelDivisor or magicEffectDefinition.MonsterTargetLevelDivisor is set to 0. While the default is 1.0f, it's safer to guard against this case to prevent runtime crashes.
if (magicEffectDefinition.DurationDependsOnTargetLevel)
{
var divisor = target is Player ? magicEffectDefinition.PlayerTargetLevelDivisor : magicEffectDefinition.MonsterTargetLevelDivisor;
if (divisor != 0)
{
finalDuration -= target.Attributes[Stats.Level] / divisor;
}
}| decDmgPowerUpDefinition.Boost.MaximumValue = 0.73f; // based on 4k total energy cap -- to-do: check zTeam | ||
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| var decDmgPerEnergy = this.Context.CreateNew<AttributeRelationship>(); | ||
| decDmgPerEnergy.InputAttribute = Stats.Level.GetPersistent(this.GameConfiguration); |
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The comment on line 110 indicates that the damage decrease scales with energy, but the code uses Stats.Level as the input attribute. This appears to be a copy-paste error and should likely be Stats.TotalEnergy.
decDmgPerEnergy.InputAttribute = Stats.TotalEnergy.GetPersistent(this.GameConfiguration);| decDmgPowerUpDefinitionPvp.Boost.MaximumValue = 1f; // -- to-do: check zTeam | ||
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| var decDmgPerEnergyPvp = this.Context.CreateNew<AttributeRelationship>(); | ||
| decDmgPerEnergyPvp.InputAttribute = Stats.Level.GetPersistent(this.GameConfiguration); |
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src/GameLogic/Attributes/Stats.cs
Outdated
| /// <summary> | ||
| /// Gets the explosion skill MST bonus damage, which rises with fire tome strengthener and is added late stage. | ||
| /// </summary> | ||
| public static AttributeDefinition ExplosionBonusDmg { get; } = new(new Guid("543E01C2-5C61-4473-ACF9-8A63A987A230"), "Explosion Bonus Damage (MST)", "The explosion skill (book of samut) bonus damage, which rises with fire stome strengthener and is added at a late stage."); |
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There's a typo in the description. "stome" should be "tome".
public static AttributeDefinition ExplosionBonusDmg { get; } = new(new Guid("543E01C2-5C61-4473-ACF9-8A63A987A230"), "Explosion Bonus Damage (MST)", "The explosion skill (book of samut) bonus damage, which rises with fire tome strengthener and is added at a late stage.");
🚧 WIP 🚧
This is a follow-up on PR#477 from @bernatvadell . Used it as the basis.
To-do: