Core: SOme code cleanup, more to follow.
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@@ -44,8 +44,8 @@ namespace Game.Spells
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uint count = 0;
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StringBuilder ssNonDiscoverableEntries = new StringBuilder();
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List<uint> reportedReqSpells = new List<uint>();
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StringBuilder ssNonDiscoverableEntries = new();
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List<uint> reportedReqSpells = new();
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do
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{
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@@ -226,7 +226,7 @@ namespace Game.Spells
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return 0;
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}
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static MultiMap<int, SkillDiscoveryEntry> SkillDiscoveryStorage = new MultiMap<int, SkillDiscoveryEntry>();
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static MultiMap<int, SkillDiscoveryEntry> SkillDiscoveryStorage = new();
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}
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public class SkillDiscoveryEntry
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@@ -71,7 +71,7 @@ namespace Game.Spells
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continue;
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}
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SkillExtraItemEntry skillExtraItemEntry = new SkillExtraItemEntry();
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SkillExtraItemEntry skillExtraItemEntry = new();
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skillExtraItemEntry.requiredSpecialization = requiredSpecialization;
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skillExtraItemEntry.additionalCreateChance = additionalCreateChance;
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skillExtraItemEntry.additionalMaxNum = additionalMaxNum;
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@@ -103,7 +103,7 @@ namespace Game.Spells
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return true;
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}
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static Dictionary<uint, SkillExtraItemEntry> SkillExtraItemStorage = new Dictionary<uint,SkillExtraItemEntry>();
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static Dictionary<uint, SkillExtraItemEntry> SkillExtraItemStorage = new();
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}
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class SkillExtraItemEntry
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@@ -199,7 +199,7 @@ namespace Game.Spells
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return true;
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}
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static Dictionary<uint, SkillPerfectItemEntry> SkillPerfectItemStorage = new Dictionary<uint, SkillPerfectItemEntry>();
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static Dictionary<uint, SkillPerfectItemEntry> SkillPerfectItemStorage = new();
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}
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// struct to store information about perfection procs
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