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@@ -30,11 +30,17 @@ COLLECTION = {
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}
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#name:[boots,gloves,helm],
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REWARD={
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-"DarkCryst":[5368,5392,5426],
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-"Tallum": [5370,5394,5428],
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-"Nightmare":[5380,5404,5430],
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-"Majestic": [5382,5406,5432],
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+"DarkCryst":[5525,5508,5496],
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+"Tallum": [5526,5509,5497],
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+"Nightmare":[5527,5514,5502],
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+"Majestic": [5528,5515,5503],
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+"Wald_DarkCryst":[5368,5392,5426,5525,5508,5496], # Walderal includes recipes
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+"Wald_Tallum": [5370,5394,5428,5526,5509,5497], # Walderal includes recipes
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+"Wald_Nightmare":[5380,5404,5430,5527,5514,5502], # Walderal includes recipes
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+"Wald_Majestic": [5382,5406,5432,5528,5515,5503], # Walderal includes recipes
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}
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+#Recipes for 100% option
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+RECIPES=[5368,5392,5426,5370,5394,5428,5380,5404,5430,5382,5406,5432]
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#NPCs Area
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WALDERAL,DESMOND,CLAUDIA,PATRIN,HOLLY=30844,30855,31001,30929,30839
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#Npc: ("Needed Collectibles","Reward recipes")
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@@ -75,15 +81,14 @@ def check_n_take(st,collection) :
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def give_reward(st,reward) :
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luck = st.getRandom(REWARD_RATE[-1])
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- prize = [] # dirty iterated copy to avoid reference problems after lists' element deletion
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- for h in range(len(REWARD[reward])):
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- prize.append(REWARD[reward][h])
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+ prize = REWARD[reward]
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if ALT_RP_100 != 0 :
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for i in range(len(prize)) :
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- prize[i]+=1
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- if luck < REWARD_RATE[0] : # best reward: 3 recipes
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- for j in range(len(prize)) :
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- st.giveItems(prize[j],1)
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+ if prize[i] in RECIPES: # dont want to change keys materials, just recipes
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+ prize[i]+=1
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+ if luck < REWARD_RATE[0] : # best reward: all items from collection
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+ for j in prize :
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+ st.giveItems(j,1)
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elif luck < REWARD_RATE[1] : # worst reward: 4000a
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st.giveItems(57,4000)
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elif luck < REWARD_RATE[2] : # quite nice : 2 recipes
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@@ -92,7 +97,7 @@ def give_reward(st,reward) :
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st.giveItems(prize[l],1)
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del prize[l]
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else : # ordinary reward: 1 recipe
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- st.giveItems(prize[st.getRandom(3)],1)
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+ st.giveItems(prize[st.getRandom(len(prize))],1)
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class Quest (JQuest) :
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@@ -174,4 +179,4 @@ for i in NPC.keys() :
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QUEST.addTalkId(i)
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for i in MOB.keys() :
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- QUEST.addKillId(i)
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+ QUEST.addKillId(i)
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