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Caster update #2451

Merged
merged 50 commits into from
Dec 2, 2019
Merged

Caster update #2451

merged 50 commits into from
Dec 2, 2019

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harliq
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@harliq harliq commented Nov 22, 2019

LootFactory CreateCaster refactored. Items now created via wields not tier. Updated values for the correct wields (values are based off of data from Optim and Magnus).

PR has been tested on private server without issue.

harliq and others added 30 commits April 27, 2019 14:39
If tier is between 4-6 then a chance for non elemental missile weapon.  HarliQ 11/17/19
Tier 6 and up, Only elemental missile weapons are supposed to drop per retail. HarliQ 11/17/19
Added 10% varaiance for Damage Modifier.  Full Modifier was rare in retail
Added +19 Elemental (like retail) and readjusted odds (odds are approximate, no hard data).  HarliQ 11/17/19
Made MeleeDefenseMod appropiate to Bow Reqs.  Data is supports 375 wields should go upto +20, however I left them at +18 for now
Added Class for finding Epics
…onFactory.cs (no need for it now, and may change the way I was going to do it).
… Corrected by changing to wield req and not tier. Also changed ratio for wield drops in tiers. MinReq=30%, MidReq=50%, MaxReq=20%. I may change this once I get more data from Magnus, to reflect the exact ratio from retail
@ziang4891
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ziang4891 commented Nov 22, 2019

PR isn't really presenting clean. There appears to still be code changes from the Test Loot Generator PR, along with changes that are duplicated in the Missile Loot gen PR. This one should really only have just the two files being touched, IMO. Still gives the appearance of being all inclusive...

@harliq
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harliq commented Nov 22, 2019

PR isn't really presenting clean. There appears to still be code changes from the Test Loot Generator PR, along with changes that are duplicated in the Missile Loot gen PR. This one should really only have just the two files being touched, IMO. Still gives the appearance of being all inclusive...

Once the new PR is merged, then those should issues should resolve. This is how I was instructed to do this, per Magnus and Gmriggs.

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OK. I guess it is just my OCD acting up, when seeing all of those merge branch commits and incremental change commits from the get go, instead of a clean, single commit ( or very few initial commits ) PR.

@@ -23,5 +23,29 @@ public partial class TreasureDeath
public int MundaneItemMaxAmount { get; set; }
public int MundaneItemTypeSelectionChances { get; set; }
public DateTime LastModified { get; set; }

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going to need to find a different way to do this part, scaffolding will blow this out every time

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@gmriggs gmriggs Nov 23, 2019

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yeah my bad, i completely forgot this was a scaffolding generated file

this method should be easily moveable to a static method in another class, or an extension method: deathTreasure.Clone()

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Removed

@@ -10,6 +10,10 @@
<ServerGarbageCollection>true</ServerGarbageCollection>
</PropertyGroup>

<ItemGroup>
<Compile Remove="Factories\TestLootGenerationFactory.cs" />
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This should not be modifying the .csproj file.

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Fixed

@gmriggs gmriggs merged commit 0f89aa5 into ACEmulator:master Dec 2, 2019
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4 participants