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standardized spells and cantrips for armor pieces #1864
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If all of the armor pieces spell arrays have all the same spells, there isn't any point in having separate arrays with lots of code duplication. One of the goals of revamping the loot gen system, and coding in ACE in general, is to reduce code duplication.
Seems reasonable. Shall I introduce another static array and reuse it for all the coverage slots? |
If each armor piece has the same potential spells and/or cantrips, then those separate arrays should be compressed down to fewer. Jewelry obviously needs to have its own, as those items don't have impen/banes. |
On the right track. ClothingCantrips looks to me to be much the same, also. I imagine that the normal spells are also in similar need of compression and standardization. Lastly, if those spell arrays are being condensed down to single arrays, the better option would be to remove the switch statements in LootGenerationFactory_Clothing.cs in favor of spells = LootTables.ArmorSpells and cantrips = LootTables.ArmorCantrips, rather than assigning the actual array to the others that are now unneeded. |
Thanks for the feedback, Theran! Let me know if there's any more changes you'd recommend. |
Looks good |
Woops, didn't mean to close without merging. Didn't realize I have to wait for you to merge :-) |
There are currently many missing cantrip spells from armor pieces. For example, only head/gaunts can come with cantrips for war magic, or have focus on them. All of the armor pieces should be eligible for all of the spells that can come on any armor coverage, rather than select spells being candidates for only some armor coverage.