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+12
-12
@@ -226,9 +226,18 @@ local function RegisterDeath()
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local db = EnsureDB()
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local db = EnsureDB()
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if not db.currentMatch or db.currentMatch.key ~= currentBG then
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if not db.currentMatch or db.currentMatch.key ~= currentBG then
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db.currentMatch = { key = currentBG, killedBy = {} }
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db.currentMatch = { key = currentBG, killedBy = {} }
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-- Fresh match: reset the "last match" tally so the Nemesis line
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-- starts from zero and updates live as deaths accumulate.
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db.lastMatchKilledBy = {}
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db.lastMatchKey = currentBG
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end
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end
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local n = lastAttackerName
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local n = lastAttackerName
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db.currentMatch.killedBy[n] = (db.currentMatch.killedBy[n] or 0) + 1
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db.currentMatch.killedBy[n] = (db.currentMatch.killedBy[n] or 0) + 1
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-- Live update: promote this death straight into the "last match" and
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-- all-time KOS tables so the UI reflects it immediately, instead of
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-- waiting until FinalizeMatchKillers() runs at match end.
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db.lastMatchKilledBy[n] = (db.lastMatchKilledBy[n] or 0) + 1
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db.killedByAll[n] = (db.killedByAll[n] or 0) + 1
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end
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end
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-- Called when we transition out of a BG: promote currentMatch tallies to
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-- Called when we transition out of a BG: promote currentMatch tallies to
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@@ -236,18 +245,9 @@ end
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local function FinalizeMatchKillers()
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local function FinalizeMatchKillers()
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local db = RelationshipsPVPCharDB
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local db = RelationshipsPVPCharDB
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if not db or not db.currentMatch then return end
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if not db or not db.currentMatch then return end
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local cm = db.currentMatch
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-- Deaths are now folded into lastMatchKilledBy / killedByAll live in
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local hasAny = false
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-- RegisterDeath(), so there's nothing to promote here -- just clear
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local newLast = {}
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-- the in-progress match marker.
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for name, cnt in pairs(cm.killedBy or {}) do
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newLast[name] = cnt
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db.killedByAll[name] = (db.killedByAll[name] or 0) + cnt
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hasAny = true
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end
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if hasAny then
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db.lastMatchKilledBy = newLast
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db.lastMatchKey = cm.key
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end
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db.currentMatch = nil
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db.currentMatch = nil
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end
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end
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