Randomise min durabiltiy value for weapon/armor collection quests to be 60 or 80%
rename param for clarity
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@ -620,25 +620,26 @@ export class RepeatableQuestGenerator
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* A repeatable quest, besides some more or less static components, exists of reward and condition (see assets/database/templates/repeatableQuests.json)
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* This is a helper method for GenerateCompletionQuest to create a completion condition (of which a completion quest theoretically can have many)
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*
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* @param {string} targetItemId id of the item to request
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* @param {string} itemTpl id of the item to request
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* @param {integer} value amount of items of this specific type to request
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* @returns {object} object of "Completion"-condition
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*/
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protected generateCompletionAvailableForFinish(targetItemId: string, value: number): ICompletionAvailableFor
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protected generateCompletionAvailableForFinish(itemTpl: string, value: number): ICompletionAvailableFor
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{
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let minDurability = 0;
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let onlyFoundInRaid = true;
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if (
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this.itemHelper.isOfBaseclass(targetItemId, BaseClasses.WEAPON)
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|| this.itemHelper.isOfBaseclass(targetItemId, BaseClasses.ARMOR)
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this.itemHelper.isOfBaseclass(itemTpl, BaseClasses.WEAPON)
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|| this.itemHelper.isOfBaseclass(itemTpl, BaseClasses.ARMOR)
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)
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{
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minDurability = 80;
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minDurability = this.randomUtil.getArrayValue([60, 80]);
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}
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// By default all collected items must be FiR, except dog tags
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if (
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this.itemHelper.isOfBaseclass(targetItemId, BaseClasses.DOG_TAG_USEC)
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|| this.itemHelper.isOfBaseclass(targetItemId, BaseClasses.DOG_TAG_BEAR)
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this.itemHelper.isOfBaseclass(itemTpl, BaseClasses.DOG_TAG_USEC)
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|| this.itemHelper.isOfBaseclass(itemTpl, BaseClasses.DOG_TAG_BEAR)
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)
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{
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onlyFoundInRaid = false;
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@ -651,7 +652,7 @@ export class RepeatableQuestGenerator
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dynamicLocale: true,
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index: 0,
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visibilityConditions: [],
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target: [targetItemId],
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target: [itemTpl],
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value: value,
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minDurability: minDurability,
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maxDurability: 100,
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