muffin v7.4.12
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e3e5a401c3
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0f9f445830
38 changed files with 13646 additions and 10442 deletions
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@ -62,6 +62,10 @@ public enum EAction
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BigSneeze = 1765,
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TrickstersTreat = 44517,
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TreatersTrick = 44518,
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CheerRhythmRed = 44501,
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CheerRhythmBlue = 44502,
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CheerRhythmGreen = 44503,
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CheerRhythmYellow = 44504,
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Prospect = 227,
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CollectMiner = 240,
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LuckOfTheMountaineer = 4081,
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@ -35,5 +35,6 @@ public enum EInteractionType
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UnlockTaxiStand,
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Instruction,
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AcceptQuest,
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CompleteQuest
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CompleteQuest,
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FateAction
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}
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@ -10,6 +10,7 @@ public enum EStatus : uint
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GatheringRateUp = 218u,
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Prospect = 225u,
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Hidden = 614u,
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FaceInTheCrowd = 1494u,
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Eukrasia = 2606u,
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Jog = 4209u
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}
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@ -0,0 +1,8 @@
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namespace Questionable.Model.Questing;
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public sealed class FateActionTarget
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{
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public uint DataId { get; set; }
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public EAction Action { get; set; }
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}
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@ -0,0 +1,35 @@
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using System.Text.Json.Serialization;
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using Questionable.Model.Common;
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using Questionable.Model.Common.Converter;
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namespace Questionable.Model.Questing;
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public sealed class FateDefinition
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{
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public string Name { get; set; } = string.Empty;
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public string Description { get; set; } = string.Empty;
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public ushort TerritoryId { get; set; }
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public EAetheryteLocation Aetheryte { get; set; }
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[JsonConverter(typeof(VectorConverter))]
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public Vector3 Position { get; set; }
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public List<FateActionTarget> Targets { get; set; } = new List<FateActionTarget>();
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public EStatus? RequiredStatusId { get; set; }
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public uint? TransformNpcDataId { get; set; }
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[JsonConverter(typeof(VectorConverter))]
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public Vector3? TransformNpcPosition { get; set; }
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public List<DialogueChoice>? TransformDialogueChoices { get; set; }
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public DateTime? EventExpiry { get; set; }
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}
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@ -49,6 +49,8 @@ public sealed class QuestStep
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public bool? RestartNavigationIfCancelled { get; set; }
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public bool IgnoreQuestMarker { get; set; }
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public string? Comment { get; set; }
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public EAetheryteLocation? Aetheryte { get; set; }
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@ -88,6 +90,8 @@ public sealed class QuestStep
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public List<ComplexCombatData> ComplexCombatData { get; set; } = new List<ComplexCombatData>();
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public List<FateActionTarget> FateActionTargets { get; set; } = new List<FateActionTarget>();
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public CombatItemUse? CombatItemUse { get; set; }
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public float? CombatDelaySecondsAtStart { get; set; }
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