fix: multi-combat n'émettait pas quest.progress kill_monster
Le combat x5 émettait kill_any mais pas kill_monster — les quêtes ciblant un monstre spécifique ne progressaient pas en batch.
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@@ -467,6 +467,7 @@ export class CombatService {
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this.eventEmitter.emit('community.contribute', { characterId: cid, type: 'total_monsters_killed', increment: txResult.totals.wins });
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this.eventEmitter.emit('community.contribute', { characterId: cid, type: 'total_gold_earned', increment: txResult.totals.gold });
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this.eventEmitter.emit('quest.progress', { characterId: cid, type: 'kill_any', increment: txResult.totals.wins, zone: monster.zone });
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this.eventEmitter.emit('quest.progress', { characterId: cid, type: 'kill_monster', targetId: monster.id, increment: txResult.totals.wins, zone: monster.zone });
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for (const matId of txResult.lootedMaterialIds) {
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this.eventEmitter.emit('quest.progress', { characterId: cid, type: 'gather_material', targetId: matId, increment: 1 });
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}
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