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Resolve the 0.1% chance issue with Weapons not generating due to a too high bonus
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@@ -107,7 +107,7 @@ Weapons.getSpecific = function(type) {
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}
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}
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}; //end getSpecific
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Weapons.data.meleeSpecial = [
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{'name': 'Bane', 'bonus': 1},
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{'name': 'Defending', 'bonus': 1},
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@@ -432,7 +432,10 @@ Weapons.getWeapon = function(type, wClass, final) {
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'cost': newWeapon.cost + Weapons.data.bonusCost[newWeapon.bonus + special.bonus].cost - Weapons.data.bonusCost[newWeapon.bonus].cost,
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};
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}
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break;
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else {
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weapon = newWeapon; //Don't apply the new special
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}
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break;
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}
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}
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else if(type == 'medium') {
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@@ -471,7 +474,10 @@ Weapons.getWeapon = function(type, wClass, final) {
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'cost': newWeapon.cost + Weapons.data.bonusCost[newWeapon.bonus + special.bonus].cost - Weapons.data.bonusCost[newWeapon.bonus].cost,
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};
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}
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break;
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else {
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weapon = newWeapon; //Don't apply the new special
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}
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break;
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}
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}
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else if(type == 'major') {
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@@ -505,10 +511,23 @@ Weapons.getWeapon = function(type, wClass, final) {
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'cost': newWeapon.cost + Weapons.data.bonusCost[newWeapon.bonus + special.bonus].cost - Weapons.data.bonusCost[newWeapon.bonus].cost,
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};
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}
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break;
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else {
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weapon = newWeapon; //Don't apply the new special
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}
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break;
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}
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}
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if(weapon === undefined || Object.keys(weapon).length === 0) {
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var err = new Error();
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console.log(type);
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console.log(wClass);
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console.log(final);
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console.log("roll: " + roll);
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console.log(newWeapon);
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console.log(special);
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return err.stack;
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}
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var i = weapon.name.indexOf('+');
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if(i != -1) {
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//move the '+X' to the front
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@@ -542,4 +561,4 @@ Weapons.getWeapons = function (numMinor, numMedium, numMajor, wClass) {
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weapons.push(Weapons.getWeapon('major', wClass));
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});
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return weapons;
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};
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};
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