add amazing luck, output fixes
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@@ -70,7 +70,7 @@ class QuestReward(object):
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# variable reward, expected number of draws depends on luck skill
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counts = [stats.quest_reward_expected_c(self.slot, skill)
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for skill in xrange(stats.LUCK_SKILL_NONE,
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stats.LUCK_SKILL_GREAT+1)]
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stats.LUCK_SKILL_AMAZING+1)]
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evs = [((count - self.fixed_rewards)
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@@ -107,7 +107,7 @@ class QuestItemExpectedValue(object):
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# dict mapping slot name to list of lists
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# of the form (slot, list_of_expected_values).
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self.slot_rewards = dict(A=[], B=[], Sub=[])
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self.total_expected_values = [0, 0, 0]
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self.total_expected_values = [0, 0, 0, 0]
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self._set_rewards(quest.rewards)
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@@ -437,7 +437,7 @@ class ItemRewards(object):
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("Carving God",
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RankAndSkills("G", carving_skill=stats.CARVING_SKILL_GOD)),
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("Great Luck",
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RankAndSkills("G", luck_skill=stats.LUCK_SKILL_GREAT)),
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RankAndSkills("G", luck_skill=stats.LUCK_SKILL_AMAZING)),
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("Low Rank", RankAndSkills("LR")),
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("High Rank", RankAndSkills("HR")),
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])
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@@ -542,6 +542,8 @@ class ItemRewards(object):
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for m in quest_monsters:
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mid = m["monster_id"]
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hunt_item = self.get_hunt_item(mid, quest_item.quest.rank)
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if hunt_item is None:
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continue
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kill_ev[0] += hunt_item.expected_value(STRAT_KILL)
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kill_ev[1] += hunt_item.expected_value(STRAT_KILL,
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@@ -567,4 +569,4 @@ class ItemRewards(object):
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% ("Cap", _format_range(*cap_ev)))
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if shiny_ev:
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out.write(" %20s %5.2f / 100\n" % ("Shiny", shiny_ev))
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out.write("\n")
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out.write("\n")
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