Cleaned up method description
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@ -52,24 +52,28 @@ export class RepeatableQuestRewardGenerator {
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}
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/**
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* Generate the reward for a mission. A reward can consist of
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* Generate the reward for a mission. A reward can consist of:
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* - Experience
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* - Money
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* - GP coins
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* - Weapon preset
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* - Items
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* - Trader Reputation
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* - Skill level experience
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*
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* The reward is dependent on the player level as given by the wiki. The exact mapping of pmcLevel to
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* experience / money / items / trader reputation can be defined in QuestConfig.js
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*
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* There's also a random variation of the reward the spread of which can be also defined in the config.
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* There's also a random variation of the reward the spread of which can be also defined in the config
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*
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* Additionally, a scaling factor w.r.t. quest difficulty going from 0.2...1 can be used
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*
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* @param {integer} pmcLevel player's level
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* @param {number} difficulty a reward scaling factor from 0.2 to 1
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* @param {string} traderId the trader for reputation gain (and possible in the future filtering of reward item type based on trader)
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* @param {object} repeatableConfig The configuration for the repeatable kind (daily, weekly) as configured in QuestConfig for the requested quest
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* @returns {object} object of "Reward"-type that can be given for a repeatable mission
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* @param pmcLevel Level of player reward is being generated for
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* @param difficulty Reward scaling factor from 0.2 to 1
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* @param traderId Trader reward will be given by
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* @param repeatableConfig Config for quest type (daily, weekly)
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* @param questConfig
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* @param rewardTplBlacklist OPTIONAL: list of tpls to NOT use when picking a reward
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* @returns IQuestRewards
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*/
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public generateReward(
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pmcLevel: number,
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