Fix triggered Monster Tide spawn; fix Tower dungeon handoff (#2397)

* Abyss: Fix monster tide trigger; fix dungeon handoff

* back out unrelated changes
This commit is contained in:
longfruit
2023-10-14 09:08:49 -07:00
committed by GitHub
Unverified
parent d32a75e980
commit fd75ba7b9b
4 changed files with 15 additions and 11 deletions
@@ -310,14 +310,14 @@ public class ScriptLib {
// TODO: AttachGalleryAbilityGroup
// TODO: AttachGalleryTeamAbilityGroup
public int AutoMonsterTide(int challengeIndex, int groupId, Integer[] ordersConfigId, int tideCount, int sceneLimit, int param6) {
logger.debug("[LUA] Call AutoMonsterTide with {},{},{},{},{},{}", challengeIndex, groupId, ordersConfigId, tideCount, sceneLimit, param6);
public int AutoMonsterTide(int sourceId, int groupId, Integer[] ordersConfigId, int tideCount, int sceneLimit, int param6) {
logger.debug("[LUA] Call AutoMonsterTide with {},{},{},{},{},{}", sourceId, groupId, ordersConfigId, tideCount, sceneLimit, param6);
// Some fields are guessed
SceneGroup group = getSceneScriptManager().getGroupById(groupId);
if (group == null || group.monsters == null) {
return 1;
}
this.getSceneScriptManager().startMonsterTideInGroup(group, ordersConfigId, tideCount, sceneLimit);
this.getSceneScriptManager().startMonsterTideInGroup(Integer.toString(sourceId), group, ordersConfigId, tideCount, sceneLimit);
return 0;
}