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Merge pull request #5 from Hezkezl/master
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Create collectable_reward_info.txt
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MasterpieceSupplyDuty is where all of the Collectable information is kept. Unknown how scrips are calculated for base value,
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but Bonus / High Bonus is calculated very easily, for both EXP and Scrips.
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(rounded down) Base * 1.1 = Bonus
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(rounded down) Base * 1.2 = High Bonus
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Items which are 'in demand' (a yellow star next to their name in the turn-in window) are multipled by 20% as well (*1.2),
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so if an item is in demand then its base value is what the 'High Bonus' is normally, while Bonus/High Bonus are multiplied by
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1.1 and 1.2!
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Example:
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Base Item: Level 57 Hardsilver Hatchet. 46 Blue Scrips, 119808 EXP.
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Bonus Scrips Value (46*1.1) = 50.6 (round down to 50).
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High Scrips Value (46*1.2) = 55.2 (round down to 55).
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Bonus EXP Value (119808*1.1)= 131788.8 (rounded down to 131788).
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High EXP Value (119808*1.2)= 143769.6 (rounded down to 143769).
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If Hardsilver Hatchet were in demand, then the base value would change:
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Scrips: 55
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EXP : 143769
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Bonus Scrips: (55*1.1 round down) = 60
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High Scrips: (55*1.2 round down) = 66
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Bonus EXP : (143769*1.1 round down) = 158145
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High EXP : (143769*1.2 round down) = 172522
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Collectability ranges are in the MasterpieceSupplyDuty file, so all that's needed is to figure out how scrips and exp are
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actually calculated. EXP might be set in stone somewhere, as I've noticed all of the CRAFTING Collectables have the same EXP
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rewards across all classes for the exact same level (assuming an item isn't in demand, of course. But if an item is in demand,
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you can divide it by 1.2 and round up to get the info!) Gathering collectables I'd presume share a similar EXP systme, but I
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haven't mapped out those values yet.
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Level = EXP
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------------------
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Level 51 = 52920
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Level 52 = 63360
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Level 53 = 77760
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Level 54 = 93600
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Level 55 = 110880
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Level 56 = 103680
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Level 57 = 119808
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Level 58 = 164505
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Level 59 = 155520
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Level 60 = 175564
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