fix: use correct dropTable for bounty stage reward
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Re #388
This commit is contained in:
AMelonInsideLemon 2025-06-23 21:10:19 +02:00
parent 271f5bd47a
commit a08487a9e5

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@ -1629,7 +1629,19 @@ function getRandomMissionDrops(
}
rewardManifests = [job.rewards];
if (job.xpAmounts.length > 1) {
rotations = [RewardInfo.JobStage! % (job.xpAmounts.length - 1)];
const curentStage = RewardInfo.JobStage! + 1;
const totalStage = job.xpAmounts.length;
let tableIndex = 1; // Stage 2, Stage 3 of 4, and Stage 3 of 5
if (curentStage == 1) {
tableIndex = 0;
} else if (curentStage == totalStage) {
tableIndex = 3;
} else if (totalStage == 5 && curentStage == 4) {
tableIndex = 2;
}
rotations = [tableIndex];
} else {
rotations = [0];
}
@ -1638,11 +1650,8 @@ function getRandomMissionDrops(
(RewardInfo.JobStage === job.xpAmounts.length - 1 || job.isVault) &&
!isEndlessJob
) {
// eslint-disable-next-line @typescript-eslint/no-unnecessary-condition
if (ExportRewards[job.rewards]) {
rewardManifests.push(job.rewards);
rotations.push(ExportRewards[job.rewards].length - 1);
}
rewardManifests.push(job.rewards);
rotations.push(3);
}
}
}