fix: use correct dropTable for bounty stage reward #2263
@ -1629,7 +1629,19 @@ function getRandomMissionDrops(
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}
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rewardManifests = [job.rewards];
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if (job.xpAmounts.length > 1) {
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rotations = [RewardInfo.JobStage! % (job.xpAmounts.length - 1)];
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const curentStage = RewardInfo.JobStage! + 1;
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const totalStage = job.xpAmounts.length;
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let tableIndex = 1; // Stage 2, Stage 3 of 4, and Stage 3 of 5
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if (curentStage == 1) {
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tableIndex = 0;
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} else if (curentStage == totalStage) {
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tableIndex = 3;
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} else if (totalStage == 5 && curentStage == 4) {
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tableIndex = 2;
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}
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rotations = [tableIndex];
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} else {
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rotations = [0];
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}
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@ -1638,11 +1650,8 @@ function getRandomMissionDrops(
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(RewardInfo.JobStage === job.xpAmounts.length - 1 || job.isVault) &&
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!isEndlessJob
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) {
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// eslint-disable-next-line @typescript-eslint/no-unnecessary-condition
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if (ExportRewards[job.rewards]) {
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rewardManifests.push(job.rewards);
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rotations.push(ExportRewards[job.rewards].length - 1);
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}
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rewardManifests.push(job.rewards);
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AMelonInsideLemon marked this conversation as resolved
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rotations.push(3);
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}
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}
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}
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This continues to be confusing to me.