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Reward-bag drops are now controlled with per-item weights, allowing finer difficulty tuning per reward entry while preserving legacy chance fields. What changed: - Implement weighted selection per item inside reward bags. - Keep backward compatibility with legacy `chance` definitions and emit a one-time warning when legacy format is used. - Add admin test mode to simulate multiple openings from a single bag open, with aggregated console output for drop distribution validation. - Improve item delivery flow: - try backpack first; - fallback to store inbox when inventory cannot receive the reward; - improve logs and player-facing messages for no-room/inbox delivery cases. Why: - Gives better control over real drop difficulty for each individual item. - Enables fast balancing/verification of target rates through repeatable simulations without manual open spam. |
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