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droprate spading +cut floundry item #2032
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Codecov Report
Additional details and impacted files@@ Coverage Diff @@
## main #2032 +/- ##
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Coverage 37.01% 37.01%
Complexity 19305 19305
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Files 1090 1090
Lines 167251 167251
Branches 35429 35429
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Hits 61904 61904
Misses 95437 95437
Partials 9910 9910 Continue to review full report in Codecov by Sentry.
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src/data/items.txt
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@@ -9039,7 +9039,7 @@ | |||
9011 fishin' hat 717158743 fishinhat.gif hat t,d 50 | |||
9012 Trout Fishing in Loathing 339113101 book3.gif usable t 0 copies of Trout Fishing in Loathing | |||
9013 sonar fishfinder 463912431 evilometer.gif offhand t 0 | |||
9014 | |||
9014 luxury fly-tying workbench 689025155 flybench.gif usable t 0 |
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should have a modifiers.txt
entry -- happy to do this if you like
alternatively if you run test newitem 689025155
you can copy it out of the session file.
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Thanks!
* Do not start Rain Man counters outside of Rain Man * Ensure not a holiday for various tests * Order matters in cleanups --------- Co-authored-by: Chris Midgley <chris.midgley@dunecomputers.co.uk>
…mafia#1998) * Create failing tests * Add the actual change which fixes the test * Use patterns * Fix typo --------- Co-authored-by: Samuel Gaus <sam@gaus.co.uk>
This also includes a couple more changes to make sure that we don't accidentally populate availablePassiveSkillModifiersByVariable before we have any skills ready. This doesn't handle the scenario where the skills list changes, but it should handle the most common scenarios (login, kingLiberated come to mind).
This change does a few things: - Explicitly update Modifiers.availableSkillsChanged when receiving a new skill, instead of relying on the preference listener, as that may be deferred (as we've updated the KoLmafiaTest case to cover). - Explicitly invoke recalculateAdjustments after parsing the charsheet. This addresses messages on login about detecting free rests from campground.php. - Add some synchronization to Modifiers.java to prevent potential data races. - Remove redundant firePreferenceListener("(skill)") from ResponseTextParser, since that's already done several lines above in the addAvailableSkill call. Note that I explicitly did _not_ call recalculateAdjustments() inside addAvailableSkill() because it will result in quadratic time behavior whenever KoLCharacter.setAvailableSkills() is invoked.
The condition on camp cook is that exactly one bean plate can drop.
* Mark BEVERAGEs in fullness.txt * fix: data file tabs --------- Co-authored-by: Sam Gaus <sam@gaus.co.uk>
As per wiki: - The eXtreme Slope: 95% combat - The Jungles of Ancient Loathing: 85% combat
* Fix typo in error when failing to sleeve a card * Ensure sleevable cards are considered by maximizer I added this test while ruling out whether or not the card was even being considered in the first place as there seemed to be no explicit testing for this. This is working as intended. * Double mods of sleeved cards with Offhand Remarkable This was skipping the calculation because the card is considered separately to the offhand "card sleeve" equipment.
* Add chances for outfit treats * Remove choice for gift shop from The Shore * Formatting
…#2020) funky junk key conditional is that it starts at 5 and increases by 5% each time one fails to drop. Worse Homes and Gardens conditional is like the funky junk key but it only happens after your second funky junk key.
Some lines in the combats.txt data files used the //-style comment - this is the only place where it is done like that. Replaced them with #-style comments.
Embezzler visor drop rate. Note McTwist gives +75% item. Fix Jill LED candle modifiers to be on candle, not Jill.
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