Closed meishuu closed 9 years ago
"I'd be willing to merge this myself but I'm super sleepy. If someone else can do it, please feel free and say so, otherwise I'll work on it once I wake up."
Same deal. 8:30am here and I forgot to sleep. Going to bed, I'll toy with it if nobody else has when I wake up.
I'll start trying this now and send a PR
It's going to need another update to account for the new upgrades.
Reading through the code I believe it will handle the new upgrades automatically, need to confirm though
Unless I'm mistaken (I only quickly glanced at the update, focusing on my massive inbox right now), the new upgrades need to be added to the gHealthUpgrades & gDamageUpgrades arrays, after which point they will work?
If you could add that, or confirm new upgrades are indeed working, it'd be awesome. Otherwise I'll add them once I get around to figuring out the new ability IDs
Should (Hopefully) work now. Reopen if that's not the case.
I've just done a major update to the standalone version but it requires another global variable to maintain persistence and is probably all-around messy to toggle all functionality on/off at will.
I'd be willing to merge this myself but I'm super sleepy. If someone else can do it, please feel free and say so, otherwise I'll work on it once I wake up.
Summary of changes:
necessaryUpgrade()
computing costs incorrectlybestDamageUpgrade()
now accounts for effects of crits and elementals in all cases (fixes #35)bestDamageUpgrade()
also checks locked click damage upgrades to see if unlocking them and getting the first upgrade is worth ittimeToDie()
now only ever updates on new levels or when an upgrade was purchasedSomeone can probably just pick out the changes relevant to fixing
bestDamageUpgrade()
for now. Also, I've just now noticed a change to a single element strategy so that could use some fiddling.