fix drops: seed rarity & drop-chance separately. because we're using
predictableRandom, the rarity random is set NOT to be less than 75%, so food is unlikely to drop without this fix
This commit is contained in:
Vendored
+7
-7
@@ -10020,7 +10020,7 @@ var global=self;/**
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mana: 10,
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lvl: 6,
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target: 'task',
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notes: 'With a crack, flames burst from your staff, scorching a task. You deal much higher damage to the task and gain additional xp.',
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notes: 'With a crack, flames burst from your staff, scorching a task. You deal much higher damage to the task and gain additional experience.',
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cast: function(user, target) {
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target.value += user._statsComputed.int * .2;
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return user.stats.exp += Math.abs(target.value);
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@@ -10031,7 +10031,7 @@ var global=self;/**
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mana: 15,
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lvl: 7,
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target: 'task',
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notes: 'A bolt a lightning pierces through a task. There is a high chance of a critical hit.',
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notes: 'A bolt of lightning pierces through a task. There is a high chance of a critical hit.',
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cast: function(user, target) {
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return target.value += user._statsComputed.int * .3 * crit(user, 'per');
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}
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@@ -10041,7 +10041,7 @@ var global=self;/**
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mana: 35,
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lvl: 8,
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target: 'party',
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notes: "Ice forms of the party's tasks, slowing them down and opening them up to more attacks. Your party gains a buff to xp.",
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notes: "Ice forms on the party's tasks, slowing them down and opening them up to more attacks. Your party gains a buff to experience.",
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cast: function(user, target) {
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return _.each(target, function(member) {
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return member.stats.buffs.int = user._statsComputed.int / 2;
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@@ -10077,7 +10077,7 @@ var global=self;/**
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mana: 25,
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lvl: 7,
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target: 'self',
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notes: "You take a moment to relax your body and enter a defensive stance to ready yourself for the tasks' next onslaught. Reduced damage from dailies at the end of the day.",
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notes: "You take a moment to relax your body and enter a defensive stance to ready yourself for the tasks' next onslaught. Reduces damage from dailies at the end of the day.",
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cast: function(user, target) {
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return user.stats.buffs.con = user._statsComputed.con / 2;
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}
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@@ -10176,7 +10176,7 @@ var global=self;/**
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mana: 15,
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lvl: 7,
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target: 'self',
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notes: "You cast a burst of light that blinds all of your tasks. The redness of your tasks is reduced",
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notes: "You cast a burst of light that blinds all of your tasks. The redness of your tasks is reduced.",
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cast: function(user, target) {
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return _.each(user.tasks, function(target) {
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if (target.type === 'reward') {
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@@ -11745,8 +11745,8 @@ var process=require("__browserify_process");(function() {
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max = 0.75;
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a = 0.1;
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alpha = a * max * chanceMultiplier / (a * chanceMultiplier + max);
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if (((_ref1 = user.flags) != null ? _ref1.dropsEnabled : void 0) && user.fns.predictableRandom() < alpha) {
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rarity = user.fns.predictableRandom();
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if (((_ref1 = user.flags) != null ? _ref1.dropsEnabled : void 0) && user.fns.predictableRandom(user.stats.exp) < alpha) {
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rarity = user.fns.predictableRandom(user.stats.gp);
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if (rarity > .6) {
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drop = user.fns.randomVal(_.omit(content.food, 'Saddle'));
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if ((_base1 = user.items.food)[_name = drop.name] == null) {
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+2
-2
@@ -863,10 +863,10 @@ api.wrap = (user) ->
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a = 0.1 # rate of increase
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alpha = a*max*chanceMultiplier/(a*chanceMultiplier+max) # current probability of drop
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if user.flags?.dropsEnabled and user.fns.predictableRandom() < alpha
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if user.flags?.dropsEnabled and user.fns.predictableRandom(user.stats.exp) < alpha
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# current breakdown - 1% (adjustable) chance on drop
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# If they got a drop: 50% chance of egg, 50% Hatching Potion. If hatchingPotion, broken down further even further
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rarity = user.fns.predictableRandom()
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rarity = user.fns.predictableRandom(user.stats.gp)
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# Food: 40% chance
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if rarity > .6
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