diff --git a/src/scripts/Changelog.ts b/src/scripts/Changelog.ts index a4bd7cef..d9ae31f4 100644 --- a/src/scripts/Changelog.ts +++ b/src/scripts/Changelog.ts @@ -24,6 +24,7 @@ const changelogItems = [ new Changelog(changelogType.VERSION, 'v1.0.2'), new Changelog(changelogType.CHANGE, 'Update how achievement percentages are shown'), new Changelog(changelogType.CHANGE, 'Update hatch/catch notification message'), + new Changelog(changelogType.CHANGE, 'Amulet coin and battle items no longer affects money gained from farming'), new Changelog(changelogType.FIXED, 'Plates from underground should now sell for their correct value'), new Changelog(changelogType.VERSION, 'v1.0.1'), new Changelog(changelogType.NEW, 'Added changelog'), diff --git a/src/scripts/Player.ts b/src/scripts/Player.ts index 6f08a3af..502c2328 100644 --- a/src/scripts/Player.ts +++ b/src/scripts/Player.ts @@ -454,19 +454,26 @@ class Player { return false; } - public gainMoney(money: number) { + public gainMoney(money: number, applyBonuses: boolean = true) { OakItemRunner.use(GameConstants.OakItem.Amulet_Coin); // TODO add money multipliers - let oakItemBonus = OakItemRunner.isActive(GameConstants.OakItem.Amulet_Coin) ? (1 + OakItemRunner.calculateBonus(GameConstants.OakItem.Amulet_Coin) / 100) : 1; - let moneytogain = Math.floor(money * oakItemBonus * (1 + AchievementHandler.achievementBonus())) - if(EffectEngineRunner.isActive(GameConstants.BattleItemType.Lucky_incense)()){ - moneytogain = Math.floor(moneytogain * 1.5); + if (applyBonuses){ + // Apply oak item bonus + const oakItemBonus = OakItemRunner.isActive(GameConstants.OakItem.Amulet_Coin) ? (1 + OakItemRunner.calculateBonus(GameConstants.OakItem.Amulet_Coin) / 100) : 1; + money *= oakItemBonus; + // Apply achievemnts bonus + money *= 1 + AchievementHandler.achievementBonus(); + // Apply battle item bonus + if(EffectEngineRunner.isActive(GameConstants.BattleItemType.Lucky_incense)()){ + money *= 1.5; + } } - this._money(this._money() + moneytogain); - GameHelper.incrementObservable(this.statistics.totalMoney, moneytogain); + money = Math.floor(money); + this._money(this._money() + money); + GameHelper.incrementObservable(this.statistics.totalMoney, money); Game.updateMoney(); - Game.animateMoney(moneytogain,'playerMoney'); + Game.animateMoney(money, 'playerMoney'); } set itemList(value: { [p: string]: KnockoutObservable }) { diff --git a/src/scripts/farm/FarmRunner.ts b/src/scripts/farm/FarmRunner.ts index c558394f..59857a59 100644 --- a/src/scripts/farm/FarmRunner.ts +++ b/src/scripts/farm/FarmRunner.ts @@ -117,7 +117,7 @@ class FarmRunner { player.gainFarmPoints(plot.berry().farmValue); FarmRunner.gainBerryById(plot.berry().type, GameConstants.randomIntBetween(2, 3)); let money = plot.berry().moneyValue; - player.gainMoney(money); + player.gainMoney(money, false); if(!all){ Notifier.notify(`You earned ${money} money from the harvest!`, GameConstants.NotificationOption.success) }