Modul 01 Hotfix A1: AnvilRecipe.RecipeLevelTableClassJobLevel ergaenzt
01-RecipeData Rev 6 (A1) added the field as the character-level equivalent of a recipe's RecipeLevelTable, so module 02 can branch the mod-penalty in BaseProgress and BaseQuality. The adapter resolves it from the existing RecipeLevelTable.Value in the recipe walk. - AnvilRecipe.cs: new required byte property after RecipeLevel, with a why-comment that points consumers at module 02 and warns against confusing the field with the row-id one above it. - LuminaRecipeAdapter.cs: levelTable.ClassJobLevel assignment in the Recipe walk - levelTable was already resolved earlier in the loop. - RecipeDataAdapterLoadStep.cs: new pass criterion #9 that asserts at least one recipe carries a positive RecipeLevelTableClassJobLevel. Catches a silent RecipeLevelTable-walk failure that would otherwise only surface inside the simulator. Existing Cosmic-surface check shifted to #10 to keep the spec numbering stable. Build clean (0/0), csharpier clean.
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@@ -16,6 +16,14 @@ public sealed record AnvilRecipe
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public required byte OutputAmount { get; init; }
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public required uint ClassJobId { get; init; }
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public required ushort RecipeLevel { get; init; }
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// Character-level equivalent of the recipe's difficulty (e.g. 90 for an
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// Endwalker 3-star, 100 for a Dawntrail endgame recipe). Not the same as
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// RecipeLevel above - that field is the RecipeLevelTable row id, this one
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// is its ClassJobLevel column. Module 02 uses it for the mod-penalty
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// branch in BaseProgress and BaseQuality.
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public required byte RecipeLevelTableClassJobLevel { get; init; }
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public required int Difficulty { get; init; }
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public required int QualityMax { get; init; }
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public required byte Durability { get; init; }
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