More Memory drop handlers
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@ -1,9 +1,7 @@
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using AscNet.Common;
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using AscNet.Common.MsgPack;
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using AscNet.Common.MsgPack;
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using AscNet.Common.Util;
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using AscNet.Common.Util;
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using AscNet.Logging;
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using AscNet.Logging;
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using AscNet.Table.V2.share.equip;
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using AscNet.Table.V2.share.equip;
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using AscNet.Table.V2.share.item;
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using System.Reflection;
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using System.Reflection;
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namespace AscNet.GameServer.Handlers.Drops
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namespace AscNet.GameServer.Handlers.Drops
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@ -119,41 +117,49 @@ namespace AscNet.GameServer.Handlers.Drops
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public const int Prayer = 96108;
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public const int Prayer = 96108;
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#endregion
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#endregion
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// 5★ Memory Drop
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#region Memory Drops
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[DropHandler(FiveStarMemoryDrop)]
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public static IEnumerable<DropHandlerRet> FiveStarMemoryDropHandler(Session session, int count)
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{
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List<DropHandlerRet> rets = new();
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EquipTable[] memoryPool = TableReaderV2.Parse<EquipTable>().Where(x => x.Type == 0 && x.Quality == 5).ToArray();
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if (GetProgressiveChance((int)session.player.PlayerData.Level, 5))
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{
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EquipTable equip = memoryPool[Random.Shared.Next(0, memoryPool.Length)];
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rets.Add(new()
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{
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TemplateId = equip.Id,
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Count = 1,
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Level = 1,
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Quality = equip.Quality,
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Type = RewardType.Equip
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});
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NotifyEquipDataList notifyEquipData = new();
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notifyEquipData.EquipDataList.Add(session.character.AddEquip((uint)equip.Id));
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session.SendPush(notifyEquipData);
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}
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return rets;
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}
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// 2★ Memory Drop
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// 2★ Memory Drop
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[DropHandler(TwoStarMemoryDrop)]
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[DropHandler(TwoStarMemoryDrop)]
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public static IEnumerable<DropHandlerRet> TwoStarMemoryDropHandler(Session session, int count)
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public static IEnumerable<DropHandlerRet> TwoStarMemoryDropHandler(Session session, int count)
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{
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{
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List<DropHandlerRet> rets = new();
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return RandomMemoryDrop(session, count, 2);
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EquipTable[] memoryPool = TableReaderV2.Parse<EquipTable>().Where(x => x.Type == 0 && x.Quality == 2).ToArray();
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}
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if (GetProgressiveChance((int)session.player.PlayerData.Level, 2))
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// 3★ Memory Drop
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[DropHandler(ThreeStarMemoryDrop)]
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public static IEnumerable<DropHandlerRet> ThreeStarMemoryDropHandler(Session session, int count)
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{
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return RandomMemoryDrop(session, count, 3);
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}
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// 4★ Memory Drop
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[DropHandler(FourStarMemoryDrop)]
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public static IEnumerable<DropHandlerRet> FourStarMemoryDropHandler(Session session, int count)
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{
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return RandomMemoryDrop(session, count, 4);
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}
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// 5★ Memory Drop
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[DropHandler(FiveStarMemoryDrop)]
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public static IEnumerable<DropHandlerRet> FiveStarMemoryDropHandler(Session session, int count)
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{
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return RandomMemoryDrop(session, count, 5);
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}
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// 6★ Memory Drop
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[DropHandler(SixStarMemoryDrop)]
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public static IEnumerable<DropHandlerRet> SixStarMemoryDropHandler(Session session, int count)
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{
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return RandomMemoryDrop(session, count, 6);
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}
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public static IEnumerable<DropHandlerRet> RandomMemoryDrop(Session session, int count, int quality)
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{
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List<DropHandlerRet> rets = new();
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EquipTable[] memoryPool = TableReaderV2.Parse<EquipTable>().Where(x => x.Type == 0 && x.Quality == quality).ToArray();
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if (GetProgressiveChance((int)session.player.PlayerData.Level, quality))
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{
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{
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EquipTable equip = memoryPool[Random.Shared.Next(0, memoryPool.Length)];
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EquipTable equip = memoryPool[Random.Shared.Next(0, memoryPool.Length)];
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rets.Add(new()
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rets.Add(new()
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@ -173,6 +179,8 @@ namespace AscNet.GameServer.Handlers.Drops
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return rets;
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return rets;
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}
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}
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#endregion
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/// <summary>
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/// <summary>
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/// Progressive chance of getting the item based on item quality and commandant level
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/// Progressive chance of getting the item based on item quality and commandant level
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/// </summary>
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/// </summary>
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