update/20 combat rating history + track highest/lowest
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+9
-3
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@@ -67,6 +67,8 @@ module.exports = {
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timesShotPerBodyPart: copy(BodyParts),
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timesShotPerBodyPart: copy(BodyParts),
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}),
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}),
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combatRating: 800,
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combatRating: 800,
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highestCombatRating: 800,
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lowestCombatRating: 800,
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combatRatingHistory: [800],
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combatRatingHistory: [800],
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// General Session Data
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// General Session Data
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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": "12.3.5",
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"version": "12.3.6",
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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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@@ -187,12 +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(victimStat.lowestCombatRating)) victimStat.lowestCombatRating = victimStat.lowestCombatRating;
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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.combatRatingHistory.length == 8) killerStat.combatRatingHistory = killerStat.combatRatingHistory.slice(1); // Remove first element (limits history to length 8)
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if (killerStat.combatRating > killerStat.highestCombatRating) killerStat.highestCombatRating = killerStat.combatRating;
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if (victimStat.combatRatingHistory.length == 8) victimStat.combatRatingHistory = victimStat.combatRatingHistory.slice(1); // Remove first element (limits history to length 8)
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if (victimStat.combatRating < victimStat.lowestCombatRating) killerStat.lowestCombatRating = victimStat.combatRating;
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if (killerStat.combatRatingHistory.length == 20) killerStat.combatRatingHistory = killerStat.combatRatingHistory.slice(1); // Remove first element (limits history to length 20)
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if (victimStat.combatRatingHistory.length == 20) victimStat.combatRatingHistory = victimStat.combatRatingHistory.slice(1); // Remove first element (limits history to length 20)
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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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