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Update LootGenerationFactory.cs #1205

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dgatewood
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Updates max damages per tier to be variable value. Previously, all weapons defaulted to their max value. This changes it so they are based on a bell curve for values within a range.

LtRipley36706
LtRipley36706 previously approved these changes Dec 31, 2018
gmriggs
gmriggs previously approved these changes Jan 2, 2019
Creates loot for creatures that do not have a CreateList
gmriggs
gmriggs previously approved these changes Jan 2, 2019
Source/ACE.Server/WorldObjects/Creature_Death.cs Outdated Show resolved Hide resolved
refactored a bit so that it could accomodate magical, nonmagical and mundane items.
Fixes chests for new loot system changes.
@gmriggs gmriggs dismissed LtRipley36706’s stale review January 4, 2019 16:45

Both CreateList and DeathTreasureTier is used

@@ -55,7 +55,9 @@ private void SetEphemeralValues()
//Eventually these case statements would be linked to indivual treasure generators. Each one should be a different profile, but currently it will be the complete appropriate tier profile.
for (int i = 0; i < GeneratorProfiles.Count; i++)
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in the generator profiles.. if the where create hasflag RegenLocationType.Treasure
it should do a look up in the death treasure table for that value of the wcid
if its just Contain, it needs no look up and that's the actual wcid

right now the code below is assuming anything below 500 is a death treasure which could be wrong

@dgatewood dgatewood closed this Jan 21, 2019
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just created another PR. some things no longer needed to be touched from here, so just started clean.

@dgatewood dgatewood deleted the lootFixes branch April 8, 2019 19:46
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4 participants