fix: give rewards for completing a capture mission #1872
@ -69,8 +69,10 @@ const getRotations = (rewardInfo: IRewardInfo, tierOverride?: number): number[]
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return rotations;
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return rotations;
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}
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}
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const missionIndex = ExportRegions[rewardInfo.node].missionIndex;
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// For Rescue missions
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// For Rescue missions
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if (rewardInfo.node in ExportRegions && ExportRegions[rewardInfo.node].missionIndex == 3 && rewardInfo.rewardTier) {
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if (rewardInfo.node in ExportRegions && missionIndex == 3 && rewardInfo.rewardTier) {
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return [rewardInfo.rewardTier];
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return [rewardInfo.rewardTier];
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}
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}
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@ -80,6 +82,11 @@ const getRotations = (rewardInfo: IRewardInfo, tierOverride?: number): number[]
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// - Aborting a railjack mission (https://onlyg.it/OpenWF/SpaceNinjaServer/issues/1741)
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// - Aborting a railjack mission (https://onlyg.it/OpenWF/SpaceNinjaServer/issues/1741)
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// - Completing only 1 zone of (E)SO (https://onlyg.it/OpenWF/SpaceNinjaServer/issues/1823)
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// - Completing only 1 zone of (E)SO (https://onlyg.it/OpenWF/SpaceNinjaServer/issues/1823)
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// Successful completion of a capture mission should always give a rot A reward, although it has the same rewardInfo as completing only 1 zone of (E)SO
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if (missionIndex == 5) {
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return [0];
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}
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const rotationPattern =
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const rotationPattern =
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tierOverride === undefined
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tierOverride === undefined
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? [0, 0, 1, 2] // A, A, B, C
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? [0, 0, 1, 2] // A, A, B, C
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