Gadgets are streamed alongside monsters now, so chests and ore nodes show up in the world and can be interacted with. The two flows differ: for a chest the client sends the finish request itself and the loot is granted on that one, for ore it sends nothing more so the server has to close everything on the first request. Artifacts used to be silently dropped on the floor because the item ids that actually roll were not in the reliquary table at all. Added the missing rows and gave them real main stat and substat rolls instead of the fixed four. Dropped items survive a relogin. The inventory is still rebuilt from the tables on every login, so the trick is to remember where the default set ends and only persist what was found in the world. Gacha and shop weapons were disappearing the same way and are fixed by the same change.
18 lines
815 B
C#
18 lines
815 B
C#
using System.Text.Json.Serialization;
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using Yuanshen.Common.Data.Excel.Attributes;
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namespace Yuanshen.Common.Data.Excel;
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[Excel(ExcelType.Reliquary, "ReliquaryExcelConfigData.json")]
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public sealed class ReliquaryExcel : ExcelItem
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{
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[JsonPropertyName("id")] public uint Id { get; set; }
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[JsonPropertyName("equipType")] public string EquipType { get; set; } = "EQUIP_BRACER";
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[JsonPropertyName("rankLevel")] public uint RankLevel { get; set; }
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[JsonPropertyName("mainPropDepotId")] public uint MainPropDepotId { get; set; }
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[JsonPropertyName("appendPropDepotId")] public uint AppendPropDepotId { get; set; }
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[JsonPropertyName("setId")] public uint SetId { get; set; }
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[JsonPropertyName("appendPropNum")] public uint AppendPropNum { get; set; }
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public override uint ExcelId => Id;
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}
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