change/combat rating history limit + default max min combat rating
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3 files changed
+7
-7
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@@ -231,8 +231,8 @@ module.exports = {
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let data = query.combatRatingHistory;
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let data = query.combatRatingHistory;
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if (!client.exists(query.highestCombatRating)) query.highestCombatRating = query.combatRating;
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if (!client.exists(query.highestCombatRating)) query.highestCombatRating = Math.max(...query.combatRatingHistory);
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if (!client.exists(query.lowestCombatRating)) query.lowestCombatRating = query.combatRating;
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if (!client.exists(query.lowestCombatRating)) query.lowestCombatRating = Math.min(...query.combatRatingHistory);
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statsEmbed.addFields(
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statsEmbed.addFields(
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{ name: 'Combat Rating', value: `${query.combatRating}`, inline: true },
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{ name: 'Combat Rating', value: `${query.combatRating}`, inline: true },
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+1
-1
@@ -1,6 +1,6 @@
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{
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{
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"name": "dayzr-bot",
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"name": "dayzr-bot",
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"version": "12.3.9",
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"version": "12.3.10",
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"description": "A General Purpose Discord Bot for DayZ Nitrado Servers.",
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"description": "A General Purpose Discord Bot for DayZ Nitrado Servers.",
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"main": "index.js",
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"main": "index.js",
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"nodemonConfig": {
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"nodemonConfig": {
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@@ -187,16 +187,16 @@ module.exports = {
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if (!client.exists(victimStat.combatRating)) victimStat.combatRating = 800;
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if (!client.exists(victimStat.combatRating)) victimStat.combatRating = 800;
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if (!client.exists(killerStat.combatRatingHistory)) killerStat.combatRatingHistory = [800];
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if (!client.exists(killerStat.combatRatingHistory)) killerStat.combatRatingHistory = [800];
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if (!client.exists(victimStat.combatRatingHistory)) victimStat.combatRatingHistory = [800];
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if (!client.exists(victimStat.combatRatingHistory)) victimStat.combatRatingHistory = [800];
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if (!client.exists(killerStat.highestCombatRating)) killerStat.highestCombatRating = killerStat.combatRating;
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if (!client.exists(killerStat.highestCombatRating)) killerStat.highestCombatRating = Math.max(...killerStat.combatRatingHistory);
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if (!client.exists(victimStat.lowestCombatRating)) victimStat.lowestCombatRating = victimStat.combatRating;
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if (!client.exists(victimStat.lowestCombatRating)) victimStat.lowestCombatRating = Math.min(...victimStat.combatRatingHistory);
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let killerOldRating = killerStat.combatRating;
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let killerOldRating = killerStat.combatRating;
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let victimOldRating = victimStat.combatRating;
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let victimOldRating = victimStat.combatRating;
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killerStat.combatRating = calculateNewCombatRating(killerStat.combatRating, victimStat.combatRating, client.exists(info.bodyPart) && info.bodyPart.includes('Head') ? 1.25 : 1);
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killerStat.combatRating = calculateNewCombatRating(killerStat.combatRating, victimStat.combatRating, client.exists(info.bodyPart) && info.bodyPart.includes('Head') ? 1.25 : 1);
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victimStat.combatRating = calculateNewCombatRating(victimStat.combatRating, killerStat.combatRating, 0);
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victimStat.combatRating = calculateNewCombatRating(victimStat.combatRating, killerStat.combatRating, 0);
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if (killerStat.combatRating > killerStat.highestCombatRating) killerStat.highestCombatRating = killerStat.combatRating;
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if (killerStat.combatRating > killerStat.highestCombatRating) killerStat.highestCombatRating = killerStat.combatRating;
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if (victimStat.combatRating < victimStat.lowestCombatRating) killerStat.lowestCombatRating = victimStat.combatRating;
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if (victimStat.combatRating < victimStat.lowestCombatRating) killerStat.lowestCombatRating = victimStat.combatRating;
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if (killerStat.combatRatingHistory.length == 15) killerStat.combatRatingHistory = killerStat.combatRatingHistory.slice(1); // Remove first element (limits history to length 15)
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if (killerStat.combatRatingHistory.length > 12) killerStat.combatRatingHistory = killerStat.combatRatingHistory.slice(1); // Remove first element (limits history to length 12)
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if (victimStat.combatRatingHistory.length == 15) victimStat.combatRatingHistory = victimStat.combatRatingHistory.slice(1); // Remove first element (limits history to length 15)
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if (victimStat.combatRatingHistory.length > 12) victimStat.combatRatingHistory = victimStat.combatRatingHistory.slice(1); // Remove first element (limits history to length 12)
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killerStat.combatRatingHistory.push(killerStat.combatRating);
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killerStat.combatRatingHistory.push(killerStat.combatRating);
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victimStat.combatRatingHistory.push(victimStat.combatRating);
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victimStat.combatRatingHistory.push(victimStat.combatRating);
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let kdiff = killerStat.combatRating - killerOldRating;
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let kdiff = killerStat.combatRating - killerOldRating;
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