some changes

- girl favorite
- immediately read new item
- save database on request login
This commit is contained in:
Naruse
2026-04-26 10:48:29 +08:00
parent 665da256d9
commit f4692a771d
11 changed files with 116 additions and 26 deletions

View File

@@ -25,6 +25,7 @@ public class CharacterManager(PlayerInstance player) : BasePlayerManager(player)
Level = level,
Break = CharacterExcel.InitBreak,
Timestamp = Extensions.GetUnixSec(),
Flag = ItemFlagEnum.FLAG_READED
};
var weaponInfo = await Player.InventoryManager!.AddWeaponItem((ItemTypeEnum)CharacterExcel.DefaultWeaponGPDL[0], CharacterExcel.DefaultWeaponGPDL[1], CharacterExcel.DefaultWeaponGPDL[2], (uint)CharacterExcel.DefaultWeaponGPDL[3]);

View File

@@ -23,6 +23,7 @@ public class InventoryManager(PlayerInstance player) : BasePlayerManager(player)
UniqueId = InventoryData.NextUniqueUid++,
Level = level,
Break = weaponData.InitBreak,
Flag = ItemFlagEnum.FLAG_READED,
ItemCount = 1
};
InventoryData.Weapons[weaponInfo.UniqueId] = weaponInfo;
@@ -58,6 +59,7 @@ public class InventoryManager(PlayerInstance player) : BasePlayerManager(player)
TemplateId = templateId,
UniqueId = InventoryData.NextUniqueUid++,
Level = level,
Flag = ItemFlagEnum.FLAG_READED,
ItemCount = 1
};
InventoryData.Skins[skinInfo.UniqueId] = skinInfo;

View File

@@ -246,25 +246,7 @@ public class PlayerInstance(PlayerGameData data)
// Launch.GPASSID = 22 stores pass counts. ChapterLevel.GID = 21 stores star flags.
// Completing the prologue/early chapter range prevents function conditions from
// treating the account as a fresh tutorial player.
for (uint levelId = 10_000; levelId <= 10_160; levelId++)
{
yield return (21, levelId, 7);
yield return (22, levelId, 1);
}
for (uint levelId = 12_001; levelId <= 12_075; levelId++)
{
yield return (21, levelId, 7);
yield return (22, levelId, 1);
}
for (uint levelId = 13_002; levelId <= 13_081; levelId++)
{
yield return (21, levelId, 7);
yield return (22, levelId, 1);
}
foreach (var levelId in new uint[] { 11_315, 11_311, 11_313, 11_322, 11_331, 11_333, 10_123, 50_000, 50_151 })
for (uint levelId = 10_000; levelId <= 10_700; levelId++)
{
yield return (21, levelId, 7);
yield return (22, levelId, 1);