ace/Source/ACE.Database/Models/World/RecipeMod.cs
Mag-nus 2c8e2507d4 Recipe_Mod Health/Stamina/Mana cleaned up
There were 3 redundant values which were basically flags indicating if it's associated vital was actually used.

However, in the cache.bin, any time a vital was present, it's associated flag was also set to 1. This is basically redundant.

We can simplify this as follows. If the Vital != 0, it gets applied. If the Vital == 0, it doesn't get applied.

I suspect they may have wanted the flag so they could leave a vital value in the db, but just have it disabled. We don't need this.
2018-08-01 22:54:06 -05:00

37 lines
1.4 KiB
C#

using System;
using System.Collections.Generic;
namespace ACE.Database.Models.World
{
public partial class RecipeMod
{
public RecipeMod()
{
RecipeModsBool = new HashSet<RecipeModsBool>();
RecipeModsDID = new HashSet<RecipeModsDID>();
RecipeModsFloat = new HashSet<RecipeModsFloat>();
RecipeModsIID = new HashSet<RecipeModsIID>();
RecipeModsInt = new HashSet<RecipeModsInt>();
RecipeModsString = new HashSet<RecipeModsString>();
}
public uint Id { get; set; }
public uint RecipeId { get; set; }
public bool ExecutesOnSuccess { get; set; }
public int Health { get; set; }
public int Stamina { get; set; }
public int Mana { get; set; }
public bool Unknown7 { get; set; }
public int DataId { get; set; }
public int Unknown9 { get; set; }
public int InstanceId { get; set; }
public Recipe Recipe { get; set; }
public ICollection<RecipeModsBool> RecipeModsBool { get; set; }
public ICollection<RecipeModsDID> RecipeModsDID { get; set; }
public ICollection<RecipeModsFloat> RecipeModsFloat { get; set; }
public ICollection<RecipeModsIID> RecipeModsIID { get; set; }
public ICollection<RecipeModsInt> RecipeModsInt { get; set; }
public ICollection<RecipeModsString> RecipeModsString { get; set; }
}
}