make-mp-data 3.0.3 → 3.0.5
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +46 -0
- package/dungeons/array-of-object-lookup-schema.json +327 -0
- package/dungeons/array-of-object-lookup.js +29 -9
- package/dungeons/capstone/capstone-ic3.js +291 -0
- package/dungeons/capstone/capstone-ic4.js +598 -0
- package/dungeons/capstone/capstone-ic5.js +668 -0
- package/dungeons/capstone/generate-product-lookup.js +309 -0
- package/dungeons/ecommerce-schema.json +462 -0
- package/dungeons/{copilot.js → ecommerce.js} +79 -17
- package/dungeons/education-schema.json +2409 -0
- package/dungeons/education.js +226 -462
- package/dungeons/fintech-schema.json +14034 -0
- package/dungeons/fintech.js +134 -413
- package/dungeons/foobar-schema.json +403 -0
- package/dungeons/foobar.js +27 -4
- package/dungeons/food-delivery-schema.json +192 -0
- package/dungeons/food-delivery.js +602 -0
- package/dungeons/food-schema.json +1152 -0
- package/dungeons/food.js +173 -406
- package/dungeons/gaming-schema.json +1270 -0
- package/dungeons/gaming.js +182 -42
- package/dungeons/insurance-application-schema.json +204 -0
- package/dungeons/insurance-application.js +605 -0
- package/dungeons/media-schema.json +906 -0
- package/dungeons/media.js +250 -420
- package/dungeons/retention-cadence-schema.json +78 -0
- package/dungeons/retention-cadence.js +35 -1
- package/dungeons/rpg-schema.json +4526 -0
- package/dungeons/rpg.js +171 -429
- package/dungeons/sanity-schema.json +255 -0
- package/dungeons/sanity.js +21 -10
- package/dungeons/sass-schema.json +1291 -0
- package/dungeons/sass.js +241 -368
- package/dungeons/scd-schema.json +919 -0
- package/dungeons/scd.js +41 -13
- package/dungeons/simple-schema.json +608 -0
- package/dungeons/simple.js +52 -15
- package/dungeons/simplest-schema.json +1418 -0
- package/dungeons/simplest.js +392 -0
- package/dungeons/social-schema.json +1118 -0
- package/dungeons/social.js +150 -391
- package/dungeons/text-generation-schema.json +3096 -0
- package/dungeons/text-generation.js +71 -0
- package/index.js +8 -6
- package/lib/core/config-validator.js +28 -8
- package/lib/core/storage.js +5 -5
- package/lib/generators/events.js +4 -4
- package/lib/orchestrators/mixpanel-sender.js +16 -13
- package/lib/orchestrators/user-loop.js +14 -6
- package/lib/templates/soup-presets.js +188 -0
- package/lib/utils/utils.js +52 -6
- package/package.json +1 -1
- package/types.d.ts +20 -3
- package/dungeons/adspend.js +0 -130
- package/dungeons/anon.js +0 -128
- package/dungeons/benchmark-heavy.js +0 -240
- package/dungeons/benchmark-light.js +0 -140
- package/dungeons/big.js +0 -226
- package/dungeons/business.js +0 -391
- package/dungeons/complex.js +0 -428
- package/dungeons/experiments.js +0 -137
- package/dungeons/funnels.js +0 -309
- package/dungeons/mil.js +0 -323
- package/dungeons/mirror.js +0 -161
- package/dungeons/soup-test.js +0 -52
- package/dungeons/streaming.js +0 -372
- package/dungeons/strict-event-test.js +0 -30
- package/dungeons/student-teacher.js +0 -438
- package/dungeons/too-big-events.js +0 -203
- package/dungeons/user-agent.js +0 -209
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{
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"schema": {
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"token": "",
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"seed": "harness-gaming",
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"numDays": 100,
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"numEvents": 600000,
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"numUsers": 5000,
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"hasAnonIds": false,
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"hasSessionIds": true,
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"format": "json",
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"gzip": true,
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"alsoInferFunnels": false,
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"hasLocation": true,
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"hasAndroidDevices": true,
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"hasIOSDevices": true,
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"hasDesktopDevices": true,
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"hasBrowser": false,
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"hasCampaigns": false,
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"isAnonymous": false,
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"hasAdSpend": false,
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"percentUsersBornInDataset": 50,
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"hasAvatar": true,
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"batchSize": 2500000,
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"concurrency": 1,
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"writeToDisk": false,
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"funnels": [
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{
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"sequence": [
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"character created",
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"tutorial completed",
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"quest accepted"
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],
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"isFirstFunnel": true,
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"conversionRate": 75,
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"timeToConvert": 0.5
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{
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"sequence": [
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"combat initiated",
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"combat completed",
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"use item"
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],
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"conversionRate": 75,
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"timeToConvert": 0.5,
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"weight": 5
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},
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{
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"sequence": [
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"enter dungeon",
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"find treasure",
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"exit dungeon"
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],
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"conversionRate": 60,
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"timeToConvert": 2,
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"weight": 4,
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"props": {
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"dungeon_id": {
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"functionName": "arrow",
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"body": "function () {\n\t\tconst weighted = [];\n\t\tfor (let i = 0; i < 10; i++) {\n\t\t\tconst rand = chance.d10(); // Random number between 1 and 10\n\n\t\t\t// 35% chance to favor the most chosen index\n\t\t\tif (chance.bool({ likelihood: 35 })) {\n\t\t\t\t// 50% chance to slightly alter the index\n\t\t\t\tif (chance.bool({ likelihood: 50 })) {\n\t\t\t\t\tweighted.push(items[mostChosenIndex]);\n\t\t\t\t} else {\n\t\t\t\t\tconst addOrSubtract = chance.bool({ likelihood: 50 }) ? -rand : rand;\n\t\t\t\t\tlet newIndex = mostChosenIndex + addOrSubtract;\n\n\t\t\t\t\t// Ensure newIndex is within bounds\n\t\t\t\t\tif (newIndex < 0) newIndex = 0;\n\t\t\t\t\tif (newIndex >= items.length) newIndex = items.length - 1;\n\t\t\t\t\tweighted.push(items[newIndex]);\n\t\t\t\t}\n\t\t\t}\n\t\t\t// 25% chance to favor the second most chosen index\n\t\t\telse if (chance.bool({ likelihood: 25 })) {\n\t\t\t\tweighted.push(items[secondMostChosenIndex]);\n\t\t\t}\n\t\t\t// 15% chance to favor the third most chosen index\n\t\t\telse if (chance.bool({ likelihood: 15 })) {\n\t\t\t\tweighted.push(items[thirdMostChosenIndex]);\n\t\t\t}\n\t\t\t// Otherwise, pick a random item from the list\n\t\t\telse {\n\t\t\t\tweighted.push(chance.pickone(items));\n\t\t\t}\n\t\t}\n\t\treturn weighted;\n\t}"
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"difficulty": [
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"Easy",
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"Medium",
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"Hard",
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"Deadly"
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]
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}
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},
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{
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"sequence": [
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"quest accepted",
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"quest objective completed",
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"quest turned in"
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],
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"conversionRate": 55,
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"timeToConvert": 3,
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"weight": 3,
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"props": {
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"quest_id": {
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"functionName": "arrow",
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"body": "function () {\n\t\tconst weighted = [];\n\t\tfor (let i = 0; i < 10; i++) {\n\t\t\tconst rand = chance.d10(); // Random number between 1 and 10\n\n\t\t\t// 35% chance to favor the most chosen index\n\t\t\tif (chance.bool({ likelihood: 35 })) {\n\t\t\t\t// 50% chance to slightly alter the index\n\t\t\t\tif (chance.bool({ likelihood: 50 })) {\n\t\t\t\t\tweighted.push(items[mostChosenIndex]);\n\t\t\t\t} else {\n\t\t\t\t\tconst addOrSubtract = chance.bool({ likelihood: 50 }) ? -rand : rand;\n\t\t\t\t\tlet newIndex = mostChosenIndex + addOrSubtract;\n\n\t\t\t\t\t// Ensure newIndex is within bounds\n\t\t\t\t\tif (newIndex < 0) newIndex = 0;\n\t\t\t\t\tif (newIndex >= items.length) newIndex = items.length - 1;\n\t\t\t\t\tweighted.push(items[newIndex]);\n\t\t\t\t}\n\t\t\t}\n\t\t\t// 25% chance to favor the second most chosen index\n\t\t\telse if (chance.bool({ likelihood: 25 })) {\n\t\t\t\tweighted.push(items[secondMostChosenIndex]);\n\t\t\t}\n\t\t\t// 15% chance to favor the third most chosen index\n\t\t\telse if (chance.bool({ likelihood: 15 })) {\n\t\t\t\tweighted.push(items[thirdMostChosenIndex]);\n\t\t\t}\n\t\t\t// Otherwise, pick a random item from the list\n\t\t\telse {\n\t\t\t\tweighted.push(chance.pickone(items));\n\t\t\t}\n\t\t}\n\t\treturn weighted;\n\t}"
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}
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}
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},
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"sequence": [
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"inspect",
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"search for clues",
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"enter dungeon"
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],
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"conversionRate": 50,
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"timeToConvert": 1,
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"weight": 3
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},
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{
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"sequence": [
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"item purchased",
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"use item",
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"item sold"
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],
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"conversionRate": 45,
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"timeToConvert": 6,
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"weight": 2
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},
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"sequence": [
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"guild joined",
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"level up",
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"real money purchase"
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"conversionRate": 25,
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"timeToConvert": 24,
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"weight": 1
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}
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],
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"events": [
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{
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"event": "character created",
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"weight": 1,
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"isFirstEvent": true,
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"properties": {
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"character_class": [
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"Warrior",
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"Mage",
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"Rogue",
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"Cleric",
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"Ranger",
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"Paladin"
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],
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"starting_race": [
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"Human",
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"Elf",
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"Dwarf",
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"event": "tutorial completed",
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"weight": 2,
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"properties": {
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"completion_time_mins": [
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"skipped": {
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"functionName": "arrow",
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"body": "function () {\n\t\tconst weighted = [];\n\t\tfor (let i = 0; i < 10; i++) {\n\t\t\tconst rand = chance.d10(); // Random number between 1 and 10\n\n\t\t\t// 35% chance to favor the most chosen index\n\t\t\tif (chance.bool({ likelihood: 35 })) {\n\t\t\t\t// 50% chance to slightly alter the index\n\t\t\t\tif (chance.bool({ likelihood: 50 })) {\n\t\t\t\t\tweighted.push(items[mostChosenIndex]);\n\t\t\t\t} else {\n\t\t\t\t\tconst addOrSubtract = chance.bool({ likelihood: 50 }) ? -rand : rand;\n\t\t\t\t\tlet newIndex = mostChosenIndex + addOrSubtract;\n\n\t\t\t\t\t// Ensure newIndex is within bounds\n\t\t\t\t\tif (newIndex < 0) newIndex = 0;\n\t\t\t\t\tif (newIndex >= items.length) newIndex = items.length - 1;\n\t\t\t\t\tweighted.push(items[newIndex]);\n\t\t\t\t}\n\t\t\t}\n\t\t\t// 25% chance to favor the second most chosen index\n\t\t\telse if (chance.bool({ likelihood: 25 })) {\n\t\t\t\tweighted.push(items[secondMostChosenIndex]);\n\t\t\t}\n\t\t\t// 15% chance to favor the third most chosen index\n\t\t\telse if (chance.bool({ likelihood: 15 })) {\n\t\t\t\tweighted.push(items[thirdMostChosenIndex]);\n\t\t\t}\n\t\t\t// Otherwise, pick a random item from the list\n\t\t\telse {\n\t\t\t\tweighted.push(chance.pickone(items));\n\t\t\t}\n\t\t}\n\t\treturn weighted;\n\t}"
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}
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}
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},
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{
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"event": "quest accepted",
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"weight": 15,
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"properties": {
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"quest_id": {
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"functionName": "arrow",
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"body": "function () {\n\t\tconst weighted = [];\n\t\tfor (let i = 0; i < 10; i++) {\n\t\t\tconst rand = chance.d10(); // Random number between 1 and 10\n\n\t\t\t// 35% chance to favor the most chosen index\n\t\t\tif (chance.bool({ likelihood: 35 })) {\n\t\t\t\t// 50% chance to slightly alter the index\n\t\t\t\tif (chance.bool({ likelihood: 50 })) {\n\t\t\t\t\tweighted.push(items[mostChosenIndex]);\n\t\t\t\t} else {\n\t\t\t\t\tconst addOrSubtract = chance.bool({ likelihood: 50 }) ? -rand : rand;\n\t\t\t\t\tlet newIndex = mostChosenIndex + addOrSubtract;\n\n\t\t\t\t\t// Ensure newIndex is within bounds\n\t\t\t\t\tif (newIndex < 0) newIndex = 0;\n\t\t\t\t\tif (newIndex >= items.length) newIndex = items.length - 1;\n\t\t\t\t\tweighted.push(items[newIndex]);\n\t\t\t\t}\n\t\t\t}\n\t\t\t// 25% chance to favor the second most chosen index\n\t\t\telse if (chance.bool({ likelihood: 25 })) {\n\t\t\t\tweighted.push(items[secondMostChosenIndex]);\n\t\t\t}\n\t\t\t// 15% chance to favor the third most chosen index\n\t\t\telse if (chance.bool({ likelihood: 15 })) {\n\t\t\t\tweighted.push(items[thirdMostChosenIndex]);\n\t\t\t}\n\t\t\t// Otherwise, pick a random item from the list\n\t\t\telse {\n\t\t\t\tweighted.push(chance.pickone(items));\n\t\t\t}\n\t\t}\n\t\treturn weighted;\n\t}"
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},
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"quest_type": [
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"Main Story",
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"Side Quest",
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"Bounty",
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"Exploration",
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"Escort"
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"recommended_level": [
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13,
|
|
223
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+
21,
|
|
224
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20,
|
|
225
|
+
30,
|
|
226
|
+
11
|
|
227
|
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]
|
|
228
|
+
}
|
|
229
|
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},
|
|
230
|
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{
|
|
231
|
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"event": "quest objective completed",
|
|
232
|
+
"weight": 12,
|
|
233
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"properties": {
|
|
234
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+
"quest_id": {
|
|
235
|
+
"functionName": "arrow",
|
|
236
|
+
"body": "function () {\n\t\tconst weighted = [];\n\t\tfor (let i = 0; i < 10; i++) {\n\t\t\tconst rand = chance.d10(); // Random number between 1 and 10\n\n\t\t\t// 35% chance to favor the most chosen index\n\t\t\tif (chance.bool({ likelihood: 35 })) {\n\t\t\t\t// 50% chance to slightly alter the index\n\t\t\t\tif (chance.bool({ likelihood: 50 })) {\n\t\t\t\t\tweighted.push(items[mostChosenIndex]);\n\t\t\t\t} else {\n\t\t\t\t\tconst addOrSubtract = chance.bool({ likelihood: 50 }) ? -rand : rand;\n\t\t\t\t\tlet newIndex = mostChosenIndex + addOrSubtract;\n\n\t\t\t\t\t// Ensure newIndex is within bounds\n\t\t\t\t\tif (newIndex < 0) newIndex = 0;\n\t\t\t\t\tif (newIndex >= items.length) newIndex = items.length - 1;\n\t\t\t\t\tweighted.push(items[newIndex]);\n\t\t\t\t}\n\t\t\t}\n\t\t\t// 25% chance to favor the second most chosen index\n\t\t\telse if (chance.bool({ likelihood: 25 })) {\n\t\t\t\tweighted.push(items[secondMostChosenIndex]);\n\t\t\t}\n\t\t\t// 15% chance to favor the third most chosen index\n\t\t\telse if (chance.bool({ likelihood: 15 })) {\n\t\t\t\tweighted.push(items[thirdMostChosenIndex]);\n\t\t\t}\n\t\t\t// Otherwise, pick a random item from the list\n\t\t\telse {\n\t\t\t\tweighted.push(chance.pickone(items));\n\t\t\t}\n\t\t}\n\t\treturn weighted;\n\t}"
|
|
237
|
+
},
|
|
238
|
+
"objective_number": [
|
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239
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240
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241
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242
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244
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247
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1,
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248
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2,
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262
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263
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264
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265
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1,
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266
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267
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3,
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268
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3,
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269
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270
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3,
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271
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272
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273
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2,
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274
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2,
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275
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1,
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276
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2,
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277
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1,
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278
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3,
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279
|
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4,
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280
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2,
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|
281
|
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2,
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|
282
|
+
1,
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|
283
|
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2,
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|
284
|
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2,
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|
285
|
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3,
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286
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4,
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|
287
|
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2,
|
|
288
|
+
3
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|
289
|
+
]
|
|
290
|
+
}
|
|
291
|
+
},
|
|
292
|
+
{
|
|
293
|
+
"event": "quest turned in",
|
|
294
|
+
"weight": 10,
|
|
295
|
+
"properties": {
|
|
296
|
+
"quest_id": {
|
|
297
|
+
"functionName": "arrow",
|
|
298
|
+
"body": "function () {\n\t\tconst weighted = [];\n\t\tfor (let i = 0; i < 10; i++) {\n\t\t\tconst rand = chance.d10(); // Random number between 1 and 10\n\n\t\t\t// 35% chance to favor the most chosen index\n\t\t\tif (chance.bool({ likelihood: 35 })) {\n\t\t\t\t// 50% chance to slightly alter the index\n\t\t\t\tif (chance.bool({ likelihood: 50 })) {\n\t\t\t\t\tweighted.push(items[mostChosenIndex]);\n\t\t\t\t} else {\n\t\t\t\t\tconst addOrSubtract = chance.bool({ likelihood: 50 }) ? -rand : rand;\n\t\t\t\t\tlet newIndex = mostChosenIndex + addOrSubtract;\n\n\t\t\t\t\t// Ensure newIndex is within bounds\n\t\t\t\t\tif (newIndex < 0) newIndex = 0;\n\t\t\t\t\tif (newIndex >= items.length) newIndex = items.length - 1;\n\t\t\t\t\tweighted.push(items[newIndex]);\n\t\t\t\t}\n\t\t\t}\n\t\t\t// 25% chance to favor the second most chosen index\n\t\t\telse if (chance.bool({ likelihood: 25 })) {\n\t\t\t\tweighted.push(items[secondMostChosenIndex]);\n\t\t\t}\n\t\t\t// 15% chance to favor the third most chosen index\n\t\t\telse if (chance.bool({ likelihood: 15 })) {\n\t\t\t\tweighted.push(items[thirdMostChosenIndex]);\n\t\t\t}\n\t\t\t// Otherwise, pick a random item from the list\n\t\t\telse {\n\t\t\t\tweighted.push(chance.pickone(items));\n\t\t\t}\n\t\t}\n\t\treturn weighted;\n\t}"
|
|
299
|
+
},
|
|
300
|
+
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310
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311
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313
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317
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173,
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320
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184,
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322
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149,
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324
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326
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327
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225,
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328
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129,
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329
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129,
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330
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197,
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331
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134,
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|
332
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255,
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333
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368,
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334
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200,
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|
335
|
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122,
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336
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412,
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337
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202,
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338
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121,
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339
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325,
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340
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341
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347,
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343
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144,
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344
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151,
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345
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130,
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187,
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347
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232,
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348
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255,
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349
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107,
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|
350
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102,
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351
|
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123,
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352
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423,
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353
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125,
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354
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141,
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355
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134,
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356
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134,
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357
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127,
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358
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112,
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359
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281,
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360
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149,
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361
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396,
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362
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324,
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363
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162,
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364
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161,
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365
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366
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132,
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368
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349,
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369
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335,
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371
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117,
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372
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122,
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373
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181,
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412,
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405,
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376
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150,
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377
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110,
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378
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127,
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379
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138,
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380
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342,
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381
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153,
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|
382
|
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141,
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|
383
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335,
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|
384
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307,
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386
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69,
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387
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317,
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390
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137,
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391
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392
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383,
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393
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394
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385,
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395
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319,
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|
396
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213,
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|
397
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206,
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|
398
|
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105,
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|
399
|
+
353,
|
|
400
|
+
131
|
|
401
|
+
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|
|
402
|
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"reward_xp": [
|
|
403
|
+
941,
|
|
404
|
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1367,
|
|
405
|
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777,
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406
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407
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629,
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408
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685,
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409
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545,
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|
410
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411
|
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1073,
|
|
412
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572,
|
|
413
|
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716,
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|
414
|
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808,
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|
415
|
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588,
|
|
416
|
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542,
|
|
417
|
+
472,
|
|
418
|
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558,
|
|
419
|
+
744,
|
|
420
|
+
1189,
|
|
421
|
+
1562,
|
|
422
|
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698,
|
|
423
|
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468,
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|
424
|
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1262,
|
|
425
|
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|
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426
|
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|
|
427
|
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545,
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|
428
|
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1305,
|
|
429
|
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396,
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|
430
|
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696,
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|
431
|
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1503,
|
|
432
|
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678,
|
|
433
|
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1220,
|
|
434
|
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710,
|
|
435
|
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585,
|
|
436
|
+
1064,
|
|
437
|
+
271,
|
|
438
|
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1282,
|
|
439
|
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1575,
|
|
440
|
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525,
|
|
441
|
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506,
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|
442
|
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655,
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443
|
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530,
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|
444
|
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530,
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|
445
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1247,
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|
446
|
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528,
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|
447
|
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1390,
|
|
448
|
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1606,
|
|
449
|
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434,
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450
|
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662,
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451
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549,
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|
452
|
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1492,
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453
|
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619,
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454
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450,
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455
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456
|
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603,
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546,
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458
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459
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461
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462
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463
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676,
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464
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465
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466
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467
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525,
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468
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469
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470
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471
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475
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476
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478
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480
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481
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482
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484
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485
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486
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487
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488
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490
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491
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492
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493
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494
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495
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561,
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496
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497
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524,
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498
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499
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500
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501
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502
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617,
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503
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504
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771,
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505
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506
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507
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508
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509
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510
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512
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513
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514
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515
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516
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522
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523
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413,
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}
|
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905
|
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},
|
|
906
|
+
{
|
|
907
|
+
"event": "enter dungeon",
|
|
908
|
+
"weight": 18,
|
|
909
|
+
"properties": {
|
|
910
|
+
"dungeon_id": {
|
|
911
|
+
"functionName": "arrow",
|
|
912
|
+
"body": "function () {\n\t\tconst weighted = [];\n\t\tfor (let i = 0; i < 10; i++) {\n\t\t\tconst rand = chance.d10(); // Random number between 1 and 10\n\n\t\t\t// 35% chance to favor the most chosen index\n\t\t\tif (chance.bool({ likelihood: 35 })) {\n\t\t\t\t// 50% chance to slightly alter the index\n\t\t\t\tif (chance.bool({ likelihood: 50 })) {\n\t\t\t\t\tweighted.push(items[mostChosenIndex]);\n\t\t\t\t} else {\n\t\t\t\t\tconst addOrSubtract = chance.bool({ likelihood: 50 }) ? -rand : rand;\n\t\t\t\t\tlet newIndex = mostChosenIndex + addOrSubtract;\n\n\t\t\t\t\t// Ensure newIndex is within bounds\n\t\t\t\t\tif (newIndex < 0) newIndex = 0;\n\t\t\t\t\tif (newIndex >= items.length) newIndex = items.length - 1;\n\t\t\t\t\tweighted.push(items[newIndex]);\n\t\t\t\t}\n\t\t\t}\n\t\t\t// 25% chance to favor the second most chosen index\n\t\t\telse if (chance.bool({ likelihood: 25 })) {\n\t\t\t\tweighted.push(items[secondMostChosenIndex]);\n\t\t\t}\n\t\t\t// 15% chance to favor the third most chosen index\n\t\t\telse if (chance.bool({ likelihood: 15 })) {\n\t\t\t\tweighted.push(items[thirdMostChosenIndex]);\n\t\t\t}\n\t\t\t// Otherwise, pick a random item from the list\n\t\t\telse {\n\t\t\t\tweighted.push(chance.pickone(items));\n\t\t\t}\n\t\t}\n\t\treturn weighted;\n\t}"
|
|
913
|
+
},
|
|
914
|
+
"difficulty": [
|
|
915
|
+
"Easy",
|
|
916
|
+
"Medium",
|
|
917
|
+
"Hard",
|
|
918
|
+
"Deadly"
|
|
919
|
+
],
|
|
920
|
+
"party_size": [
|
|
921
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4,
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922
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2,
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3,
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924
|
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5,
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925
|
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2,
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|
926
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2,
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927
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5,
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1,
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3,
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3,
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1,
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2,
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2,
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951
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2,
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952
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953
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3,
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4,
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956
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3,
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3,
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4,
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959
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2,
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960
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3,
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3,
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4,
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4,
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|
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1,
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3,
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966
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3,
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967
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4,
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3,
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|
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2,
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|
970
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3
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|
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|
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]
|
|
972
|
+
}
|
|
973
|
+
},
|
|
974
|
+
{
|
|
975
|
+
"event": "exit dungeon",
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1153
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{
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1267
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1268
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1269
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1270
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1271
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1272
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"body": "function () {\n\t\tconst weighted = [];\n\t\tfor (let i = 0; i < 10; i++) {\n\t\t\tconst rand = chance.d10(); // Random number between 1 and 10\n\n\t\t\t// 35% chance to favor the most chosen index\n\t\t\tif (chance.bool({ likelihood: 35 })) {\n\t\t\t\t// 50% chance to slightly alter the index\n\t\t\t\tif (chance.bool({ likelihood: 50 })) {\n\t\t\t\t\tweighted.push(items[mostChosenIndex]);\n\t\t\t\t} else {\n\t\t\t\t\tconst addOrSubtract = chance.bool({ likelihood: 50 }) ? -rand : rand;\n\t\t\t\t\tlet newIndex = mostChosenIndex + addOrSubtract;\n\n\t\t\t\t\t// Ensure newIndex is within bounds\n\t\t\t\t\tif (newIndex < 0) newIndex = 0;\n\t\t\t\t\tif (newIndex >= items.length) newIndex = items.length - 1;\n\t\t\t\t\tweighted.push(items[newIndex]);\n\t\t\t\t}\n\t\t\t}\n\t\t\t// 25% chance to favor the second most chosen index\n\t\t\telse if (chance.bool({ likelihood: 25 })) {\n\t\t\t\tweighted.push(items[secondMostChosenIndex]);\n\t\t\t}\n\t\t\t// 15% chance to favor the third most chosen index\n\t\t\telse if (chance.bool({ likelihood: 15 })) {\n\t\t\t\tweighted.push(items[thirdMostChosenIndex]);\n\t\t\t}\n\t\t\t// Otherwise, pick a random item from the list\n\t\t\telse {\n\t\t\t\tweighted.push(chance.pickone(items));\n\t\t\t}\n\t\t}\n\t\treturn weighted;\n\t}"
|
|
1273
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+
},
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1274
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|
1275
|
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|
1276
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|
1277
|
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|
1278
|
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|
1279
|
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|
1280
|
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1281
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],
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1282
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"price_gold": [
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1283
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174,
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1284
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364,
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1285
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143,
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1397
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"body": "function () {\n\t\tconst weighted = [];\n\t\tfor (let i = 0; i < 10; i++) {\n\t\t\tconst rand = chance.d10(); // Random number between 1 and 10\n\n\t\t\t// 35% chance to favor the most chosen index\n\t\t\tif (chance.bool({ likelihood: 35 })) {\n\t\t\t\t// 50% chance to slightly alter the index\n\t\t\t\tif (chance.bool({ likelihood: 50 })) {\n\t\t\t\t\tweighted.push(items[mostChosenIndex]);\n\t\t\t\t} else {\n\t\t\t\t\tconst addOrSubtract = chance.bool({ likelihood: 50 }) ? -rand : rand;\n\t\t\t\t\tlet newIndex = mostChosenIndex + addOrSubtract;\n\n\t\t\t\t\t// Ensure newIndex is within bounds\n\t\t\t\t\tif (newIndex < 0) newIndex = 0;\n\t\t\t\t\tif (newIndex >= items.length) newIndex = items.length - 1;\n\t\t\t\t\tweighted.push(items[newIndex]);\n\t\t\t\t}\n\t\t\t}\n\t\t\t// 25% chance to favor the second most chosen index\n\t\t\telse if (chance.bool({ likelihood: 25 })) {\n\t\t\t\tweighted.push(items[secondMostChosenIndex]);\n\t\t\t}\n\t\t\t// 15% chance to favor the third most chosen index\n\t\t\telse if (chance.bool({ likelihood: 15 })) {\n\t\t\t\tweighted.push(items[thirdMostChosenIndex]);\n\t\t\t}\n\t\t\t// Otherwise, pick a random item from the list\n\t\t\telse {\n\t\t\t\tweighted.push(chance.pickone(items));\n\t\t\t}\n\t\t}\n\t\treturn weighted;\n\t}"
|
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1398
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+
},
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1399
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"item_type": [
|
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1400
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"Weapon",
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1401
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"Armor",
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1402
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"Potion",
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1403
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"Scroll",
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1404
|
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"Junk"
|
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1405
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],
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1406
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143,
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1455
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212,
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1456
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68
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1457
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|
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1458
|
+
}
|
|
1459
|
+
},
|
|
1460
|
+
{
|
|
1461
|
+
"event": "real money purchase",
|
|
1462
|
+
"weight": 3,
|
|
1463
|
+
"properties": {
|
|
1464
|
+
"product": [
|
|
1465
|
+
"Premium Currency (1000)",
|
|
1466
|
+
"Premium Currency (5000)",
|
|
1467
|
+
"Lucky Charm Pack",
|
|
1468
|
+
"Legendary Weapon Chest",
|
|
1469
|
+
"Cosmetic Bundle",
|
|
1470
|
+
"Season Pass"
|
|
1471
|
+
],
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|
1472
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+
"price_usd": {
|
|
1473
|
+
"functionName": "arrow",
|
|
1474
|
+
"body": "function () {\n\t\tconst weighted = [];\n\t\tfor (let i = 0; i < 10; i++) {\n\t\t\tconst rand = chance.d10(); // Random number between 1 and 10\n\n\t\t\t// 35% chance to favor the most chosen index\n\t\t\tif (chance.bool({ likelihood: 35 })) {\n\t\t\t\t// 50% chance to slightly alter the index\n\t\t\t\tif (chance.bool({ likelihood: 50 })) {\n\t\t\t\t\tweighted.push(items[mostChosenIndex]);\n\t\t\t\t} else {\n\t\t\t\t\tconst addOrSubtract = chance.bool({ likelihood: 50 }) ? -rand : rand;\n\t\t\t\t\tlet newIndex = mostChosenIndex + addOrSubtract;\n\n\t\t\t\t\t// Ensure newIndex is within bounds\n\t\t\t\t\tif (newIndex < 0) newIndex = 0;\n\t\t\t\t\tif (newIndex >= items.length) newIndex = items.length - 1;\n\t\t\t\t\tweighted.push(items[newIndex]);\n\t\t\t\t}\n\t\t\t}\n\t\t\t// 25% chance to favor the second most chosen index\n\t\t\telse if (chance.bool({ likelihood: 25 })) {\n\t\t\t\tweighted.push(items[secondMostChosenIndex]);\n\t\t\t}\n\t\t\t// 15% chance to favor the third most chosen index\n\t\t\telse if (chance.bool({ likelihood: 15 })) {\n\t\t\t\tweighted.push(items[thirdMostChosenIndex]);\n\t\t\t}\n\t\t\t// Otherwise, pick a random item from the list\n\t\t\telse {\n\t\t\t\tweighted.push(chance.pickone(items));\n\t\t\t}\n\t\t}\n\t\treturn weighted;\n\t}"
|
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1475
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+
},
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1476
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"payment_method": [
|
|
1477
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+
"Credit Card",
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1478
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"PayPal",
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1479
|
+
"Apple Pay",
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|
1480
|
+
"Google Pay"
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|
1481
|
+
]
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1482
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+
}
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|
1483
|
+
},
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1484
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+
{
|
|
1485
|
+
"event": "guild joined",
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|
1486
|
+
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1487
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+
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1488
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58,
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}
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1593
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},
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1594
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{
|
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1595
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"event": "guild left",
|
|
1596
|
+
"weight": 1,
|
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1597
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+
"properties": {
|
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1598
|
+
"reason": [
|
|
1599
|
+
"Inactive",
|
|
1600
|
+
"Found Better Guild",
|
|
1601
|
+
"Conflict",
|
|
1602
|
+
"Disbanded"
|
|
1603
|
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]
|
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1604
|
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}
|
|
1605
|
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},
|
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1606
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{
|
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1607
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"event": "inspect",
|
|
1608
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+
"weight": 9,
|
|
1609
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+
"properties": {
|
|
1610
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+
"inspect_target": [
|
|
1611
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+
"NPC",
|
|
1612
|
+
"Monster",
|
|
1613
|
+
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|
|
1614
|
+
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|
|
1615
|
+
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|
|
1616
|
+
"Bookshelf"
|
|
1617
|
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]
|
|
1618
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+
}
|
|
1619
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+
},
|
|
1620
|
+
{
|
|
1621
|
+
"event": "search for clues",
|
|
1622
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+
"weight": 8,
|
|
1623
|
+
"properties": {
|
|
1624
|
+
"location_type": [
|
|
1625
|
+
"Dungeon Entrance",
|
|
1626
|
+
"Hidden Room",
|
|
1627
|
+
"Quest Location",
|
|
1628
|
+
"Town Square"
|
|
1629
|
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],
|
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1630
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"clue_found": {
|
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1631
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"functionName": "arrow",
|
|
1632
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"body": "function () {\n\t\tconst weighted = [];\n\t\tfor (let i = 0; i < 10; i++) {\n\t\t\tconst rand = chance.d10(); // Random number between 1 and 10\n\n\t\t\t// 35% chance to favor the most chosen index\n\t\t\tif (chance.bool({ likelihood: 35 })) {\n\t\t\t\t// 50% chance to slightly alter the index\n\t\t\t\tif (chance.bool({ likelihood: 50 })) {\n\t\t\t\t\tweighted.push(items[mostChosenIndex]);\n\t\t\t\t} else {\n\t\t\t\t\tconst addOrSubtract = chance.bool({ likelihood: 50 }) ? -rand : rand;\n\t\t\t\t\tlet newIndex = mostChosenIndex + addOrSubtract;\n\n\t\t\t\t\t// Ensure newIndex is within bounds\n\t\t\t\t\tif (newIndex < 0) newIndex = 0;\n\t\t\t\t\tif (newIndex >= items.length) newIndex = items.length - 1;\n\t\t\t\t\tweighted.push(items[newIndex]);\n\t\t\t\t}\n\t\t\t}\n\t\t\t// 25% chance to favor the second most chosen index\n\t\t\telse if (chance.bool({ likelihood: 25 })) {\n\t\t\t\tweighted.push(items[secondMostChosenIndex]);\n\t\t\t}\n\t\t\t// 15% chance to favor the third most chosen index\n\t\t\telse if (chance.bool({ likelihood: 15 })) {\n\t\t\t\tweighted.push(items[thirdMostChosenIndex]);\n\t\t\t}\n\t\t\t// Otherwise, pick a random item from the list\n\t\t\telse {\n\t\t\t\tweighted.push(chance.pickone(items));\n\t\t\t}\n\t\t}\n\t\treturn weighted;\n\t}"
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1633
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|
+
2641,
|
|
1922
|
+
1911,
|
|
1923
|
+
4196,
|
|
1924
|
+
2584,
|
|
1925
|
+
3946,
|
|
1926
|
+
1373,
|
|
1927
|
+
3327,
|
|
1928
|
+
1564,
|
|
1929
|
+
1772,
|
|
1930
|
+
3840,
|
|
1931
|
+
956,
|
|
1932
|
+
2994,
|
|
1933
|
+
1863,
|
|
1934
|
+
3044,
|
|
1935
|
+
3420,
|
|
1936
|
+
1845,
|
|
1937
|
+
1586,
|
|
1938
|
+
1289,
|
|
1939
|
+
1133,
|
|
1940
|
+
1118,
|
|
1941
|
+
2992,
|
|
1942
|
+
1632,
|
|
1943
|
+
3001,
|
|
1944
|
+
1684,
|
|
1945
|
+
1753,
|
|
1946
|
+
354,
|
|
1947
|
+
1473,
|
|
1948
|
+
3213,
|
|
1949
|
+
1445,
|
|
1950
|
+
1950,
|
|
1951
|
+
1664,
|
|
1952
|
+
3715,
|
|
1953
|
+
471,
|
|
1954
|
+
1778,
|
|
1955
|
+
3022,
|
|
1956
|
+
1666,
|
|
1957
|
+
3891,
|
|
1958
|
+
1701,
|
|
1959
|
+
2005,
|
|
1960
|
+
2889,
|
|
1961
|
+
3172,
|
|
1962
|
+
2386,
|
|
1963
|
+
4363,
|
|
1964
|
+
1466,
|
|
1965
|
+
2500,
|
|
1966
|
+
2153,
|
|
1967
|
+
2012,
|
|
1968
|
+
4048,
|
|
1969
|
+
1925,
|
|
1970
|
+
1193,
|
|
1971
|
+
1167,
|
|
1972
|
+
1374,
|
|
1973
|
+
1608,
|
|
1974
|
+
4193,
|
|
1975
|
+
3872,
|
|
1976
|
+
2667,
|
|
1977
|
+
558,
|
|
1978
|
+
1235,
|
|
1979
|
+
2275,
|
|
1980
|
+
3306,
|
|
1981
|
+
1656,
|
|
1982
|
+
3320,
|
|
1983
|
+
1850,
|
|
1984
|
+
2932,
|
|
1985
|
+
1223,
|
|
1986
|
+
1161,
|
|
1987
|
+
2029,
|
|
1988
|
+
977,
|
|
1989
|
+
1616,
|
|
1990
|
+
3375,
|
|
1991
|
+
2422,
|
|
1992
|
+
2963,
|
|
1993
|
+
2462,
|
|
1994
|
+
1598,
|
|
1995
|
+
1283,
|
|
1996
|
+
4077,
|
|
1997
|
+
2808,
|
|
1998
|
+
2458,
|
|
1999
|
+
2276,
|
|
2000
|
+
1661,
|
|
2001
|
+
4026,
|
|
2002
|
+
1429,
|
|
2003
|
+
2809,
|
|
2004
|
+
676,
|
|
2005
|
+
3705,
|
|
2006
|
+
513,
|
|
2007
|
+
1667,
|
|
2008
|
+
1401,
|
|
2009
|
+
2862,
|
|
2010
|
+
2620,
|
|
2011
|
+
3022,
|
|
2012
|
+
3433,
|
|
2013
|
+
917,
|
|
2014
|
+
2493,
|
|
2015
|
+
3037,
|
|
2016
|
+
3970,
|
|
2017
|
+
3446,
|
|
2018
|
+
2890,
|
|
2019
|
+
1334,
|
|
2020
|
+
930,
|
|
2021
|
+
1549,
|
|
2022
|
+
2487,
|
|
2023
|
+
3462,
|
|
2024
|
+
2730,
|
|
2025
|
+
1815,
|
|
2026
|
+
1321,
|
|
2027
|
+
3662,
|
|
2028
|
+
3680,
|
|
2029
|
+
1564,
|
|
2030
|
+
1997,
|
|
2031
|
+
1552,
|
|
2032
|
+
1906,
|
|
2033
|
+
3364,
|
|
2034
|
+
3587,
|
|
2035
|
+
3127,
|
|
2036
|
+
674,
|
|
2037
|
+
2222,
|
|
2038
|
+
1050,
|
|
2039
|
+
2500,
|
|
2040
|
+
1628,
|
|
2041
|
+
1576,
|
|
2042
|
+
1049,
|
|
2043
|
+
1784,
|
|
2044
|
+
2805,
|
|
2045
|
+
1423,
|
|
2046
|
+
1931,
|
|
2047
|
+
1118,
|
|
2048
|
+
707,
|
|
2049
|
+
1245,
|
|
2050
|
+
1879,
|
|
2051
|
+
2962,
|
|
2052
|
+
1240,
|
|
2053
|
+
2500,
|
|
2054
|
+
2590,
|
|
2055
|
+
1923,
|
|
2056
|
+
4085,
|
|
2057
|
+
2675,
|
|
2058
|
+
2846,
|
|
2059
|
+
979,
|
|
2060
|
+
598,
|
|
2061
|
+
2500,
|
|
2062
|
+
942,
|
|
2063
|
+
2965,
|
|
2064
|
+
1810,
|
|
2065
|
+
1905,
|
|
2066
|
+
3640,
|
|
2067
|
+
2856,
|
|
2068
|
+
1867,
|
|
2069
|
+
3514,
|
|
2070
|
+
4286,
|
|
2071
|
+
1433,
|
|
2072
|
+
1197,
|
|
2073
|
+
2814,
|
|
2074
|
+
3475,
|
|
2075
|
+
2829,
|
|
2076
|
+
807,
|
|
2077
|
+
1265,
|
|
2078
|
+
3484,
|
|
2079
|
+
1511,
|
|
2080
|
+
4173,
|
|
2081
|
+
3672,
|
|
2082
|
+
3270,
|
|
2083
|
+
2920,
|
|
2084
|
+
2987,
|
|
2085
|
+
917,
|
|
2086
|
+
3935,
|
|
2087
|
+
4333,
|
|
2088
|
+
4650,
|
|
2089
|
+
1839,
|
|
2090
|
+
2290,
|
|
2091
|
+
4251,
|
|
2092
|
+
2500,
|
|
2093
|
+
1237,
|
|
2094
|
+
4102,
|
|
2095
|
+
1608,
|
|
2096
|
+
1274,
|
|
2097
|
+
1120,
|
|
2098
|
+
1215,
|
|
2099
|
+
1049,
|
|
2100
|
+
968,
|
|
2101
|
+
2565,
|
|
2102
|
+
2159,
|
|
2103
|
+
302,
|
|
2104
|
+
1836,
|
|
2105
|
+
1753,
|
|
2106
|
+
4173,
|
|
2107
|
+
1267,
|
|
2108
|
+
1765,
|
|
2109
|
+
2883,
|
|
2110
|
+
1045,
|
|
2111
|
+
2891,
|
|
2112
|
+
1462,
|
|
2113
|
+
1473,
|
|
2114
|
+
1018,
|
|
2115
|
+
295,
|
|
2116
|
+
1536,
|
|
2117
|
+
2647,
|
|
2118
|
+
487,
|
|
2119
|
+
2426,
|
|
2120
|
+
1662,
|
|
2121
|
+
2400,
|
|
2122
|
+
4118,
|
|
2123
|
+
1620,
|
|
2124
|
+
4339,
|
|
2125
|
+
902,
|
|
2126
|
+
3927,
|
|
2127
|
+
2229,
|
|
2128
|
+
3821,
|
|
2129
|
+
3163,
|
|
2130
|
+
3334,
|
|
2131
|
+
1883,
|
|
2132
|
+
1523,
|
|
2133
|
+
2406,
|
|
2134
|
+
1192,
|
|
2135
|
+
1248,
|
|
2136
|
+
1034,
|
|
2137
|
+
2185,
|
|
2138
|
+
2577,
|
|
2139
|
+
1723,
|
|
2140
|
+
2500,
|
|
2141
|
+
3859,
|
|
2142
|
+
2559,
|
|
2143
|
+
1246,
|
|
2144
|
+
3809,
|
|
2145
|
+
4087,
|
|
2146
|
+
1285,
|
|
2147
|
+
1470,
|
|
2148
|
+
913,
|
|
2149
|
+
1214,
|
|
2150
|
+
1180,
|
|
2151
|
+
2500,
|
|
2152
|
+
1354,
|
|
2153
|
+
2788,
|
|
2154
|
+
2277,
|
|
2155
|
+
4079,
|
|
2156
|
+
1433,
|
|
2157
|
+
2309,
|
|
2158
|
+
4127,
|
|
2159
|
+
1445,
|
|
2160
|
+
3061,
|
|
2161
|
+
1321,
|
|
2162
|
+
1410,
|
|
2163
|
+
2500,
|
|
2164
|
+
1253,
|
|
2165
|
+
3501,
|
|
2166
|
+
2867,
|
|
2167
|
+
2018,
|
|
2168
|
+
1354,
|
|
2169
|
+
2500,
|
|
2170
|
+
1860,
|
|
2171
|
+
1654,
|
|
2172
|
+
4101,
|
|
2173
|
+
4218,
|
|
2174
|
+
3319,
|
|
2175
|
+
2942,
|
|
2176
|
+
1030,
|
|
2177
|
+
1712,
|
|
2178
|
+
1861,
|
|
2179
|
+
2758,
|
|
2180
|
+
956,
|
|
2181
|
+
1908,
|
|
2182
|
+
1265,
|
|
2183
|
+
2500,
|
|
2184
|
+
807,
|
|
2185
|
+
2131,
|
|
2186
|
+
1299,
|
|
2187
|
+
1761,
|
|
2188
|
+
1469,
|
|
2189
|
+
4306,
|
|
2190
|
+
412,
|
|
2191
|
+
712,
|
|
2192
|
+
2996,
|
|
2193
|
+
3854,
|
|
2194
|
+
2714,
|
|
2195
|
+
1206,
|
|
2196
|
+
1590,
|
|
2197
|
+
1711,
|
|
2198
|
+
2485,
|
|
2199
|
+
1378,
|
|
2200
|
+
3002,
|
|
2201
|
+
1705,
|
|
2202
|
+
2500,
|
|
2203
|
+
2778,
|
|
2204
|
+
682,
|
|
2205
|
+
1452,
|
|
2206
|
+
3050,
|
|
2207
|
+
1196,
|
|
2208
|
+
2063,
|
|
2209
|
+
1812,
|
|
2210
|
+
1747,
|
|
2211
|
+
2428,
|
|
2212
|
+
1568,
|
|
2213
|
+
2120,
|
|
2214
|
+
1190,
|
|
2215
|
+
1900,
|
|
2216
|
+
1649,
|
|
2217
|
+
2946,
|
|
2218
|
+
1458,
|
|
2219
|
+
1972,
|
|
2220
|
+
1639,
|
|
2221
|
+
1163,
|
|
2222
|
+
1954,
|
|
2223
|
+
3559,
|
|
2224
|
+
1505,
|
|
2225
|
+
1204,
|
|
2226
|
+
3672,
|
|
2227
|
+
4086,
|
|
2228
|
+
1303,
|
|
2229
|
+
2325,
|
|
2230
|
+
1076,
|
|
2231
|
+
2231,
|
|
2232
|
+
1451,
|
|
2233
|
+
1663,
|
|
2234
|
+
1719,
|
|
2235
|
+
2823,
|
|
2236
|
+
2260,
|
|
2237
|
+
1397,
|
|
2238
|
+
1600,
|
|
2239
|
+
2881,
|
|
2240
|
+
2077,
|
|
2241
|
+
954,
|
|
2242
|
+
3113,
|
|
2243
|
+
1893,
|
|
2244
|
+
3721,
|
|
2245
|
+
2968,
|
|
2246
|
+
1974,
|
|
2247
|
+
2867,
|
|
2248
|
+
2248,
|
|
2249
|
+
2116,
|
|
2250
|
+
3840,
|
|
2251
|
+
1914,
|
|
2252
|
+
1609,
|
|
2253
|
+
1804,
|
|
2254
|
+
1904,
|
|
2255
|
+
1257,
|
|
2256
|
+
982,
|
|
2257
|
+
3850,
|
|
2258
|
+
479,
|
|
2259
|
+
3209,
|
|
2260
|
+
1464,
|
|
2261
|
+
1960,
|
|
2262
|
+
1627,
|
|
2263
|
+
2316,
|
|
2264
|
+
3139,
|
|
2265
|
+
105,
|
|
2266
|
+
2311,
|
|
2267
|
+
3273,
|
|
2268
|
+
1328,
|
|
2269
|
+
1706,
|
|
2270
|
+
3841,
|
|
2271
|
+
535,
|
|
2272
|
+
2458,
|
|
2273
|
+
888,
|
|
2274
|
+
3824,
|
|
2275
|
+
2135,
|
|
2276
|
+
3868,
|
|
2277
|
+
1897,
|
|
2278
|
+
3396,
|
|
2279
|
+
3068,
|
|
2280
|
+
1686,
|
|
2281
|
+
3716,
|
|
2282
|
+
3713,
|
|
2283
|
+
2500,
|
|
2284
|
+
1923,
|
|
2285
|
+
3898,
|
|
2286
|
+
1772,
|
|
2287
|
+
3707,
|
|
2288
|
+
3864,
|
|
2289
|
+
1695,
|
|
2290
|
+
3688,
|
|
2291
|
+
4010,
|
|
2292
|
+
508,
|
|
2293
|
+
1570,
|
|
2294
|
+
1713,
|
|
2295
|
+
658,
|
|
2296
|
+
1602,
|
|
2297
|
+
1911,
|
|
2298
|
+
3068,
|
|
2299
|
+
3577,
|
|
2300
|
+
3094,
|
|
2301
|
+
3761,
|
|
2302
|
+
2917,
|
|
2303
|
+
1382,
|
|
2304
|
+
1140,
|
|
2305
|
+
3625,
|
|
2306
|
+
3798,
|
|
2307
|
+
2044,
|
|
2308
|
+
3128,
|
|
2309
|
+
3259,
|
|
2310
|
+
1936,
|
|
2311
|
+
923,
|
|
2312
|
+
1044,
|
|
2313
|
+
2863,
|
|
2314
|
+
2500,
|
|
2315
|
+
1920,
|
|
2316
|
+
3618,
|
|
2317
|
+
2288,
|
|
2318
|
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2387
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"Warrior",
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2390
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2391
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]
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[
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[
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2404
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]
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]
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],
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2407
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"name": {
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2410
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"functionName": "arrow",
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2411
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"body": "() => `${chance.word()} ${chance.pickone([\"Knights\", \"Dragons\", \"Warriors\", \"Seekers\", \"Legends\"])}`"
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2412
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},
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2413
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"hooks": "function (record, type, meta) {\n\t\tconst NOW = dayjs();\n\t\tconst DATASET_START = NOW.subtract(days, 'days');\n\t\tconst CURSED_WEEK_START = DATASET_START.add(40, 'days');\n\t\tconst CURSED_WEEK_END = DATASET_START.add(47, 'days');\n\t\tconst LEGENDARY_WEAPON_RELEASE = DATASET_START.add(45, 'days');\n\n\t\t// Hook #2: TIME-BASED TREND - Cursed Week\n\t\tif (type === \"event\") {\n\t\t\tconst EVENT_TIME = dayjs(record.time);\n\n\t\t\t// During cursed week, dramatically increase death rates\n\t\t\tif (EVENT_TIME.isAfter(CURSED_WEEK_START) && EVENT_TIME.isBefore(CURSED_WEEK_END)) {\n\t\t\t\t// 50% chance to inject a death event\n\t\t\t\tif (chance.bool({ likelihood: 30 })) {\n\t\t\t\t\tconst deathEvent = {\n\t\t\t\t\t\tevent: \"player death\",\n\t\t\t\t\t\ttime: record.time,\n\t\t\t\t\t\tuser_id: record.user_id,\n\t\t\t\t\t\tcause_of_death: \"Curse\",\n\t\t\t\t\t\tplayer_level: chance.integer({ min: 1, max: 50 }),\n\t\t\t\t\t\tresurrection_used: chance.bool({ likelihood: 80 }), // More res usage during curse\n\t\t\t\t\t\tcursed_week: true,\n\t\t\t\t\t};\n\t\t\t\t\t// Return death event instead sometimes\n\t\t\t\t\tif (chance.bool({ likelihood: 50 })) {\n\t\t\t\t\t\treturn deathEvent;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// Hook #7: TIMED RELEASE - Legendary Weapon\n\t\tif (type === \"event\") {\n\t\t\tconst EVENT_TIME = dayjs(record.time);\n\n\t\t\tif (record.event === \"find treasure\") {\n\t\t\t\t// After legendary weapon release, some lucky players get it\n\t\t\t\tif (EVENT_TIME.isAfter(LEGENDARY_WEAPON_RELEASE) && chance.bool({ likelihood: 2 })) {\n\t\t\t\t\trecord.treasure_type = \"Shadowmourne Legendary\";\n\t\t\t\t\trecord.treasure_value = 50000;\n\t\t\t\t\trecord.legendary_drop = true;\n\t\t\t\t} else {\n\t\t\t\t\trecord.legendary_drop = false;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// Hook #3, #4, #5, #6, #1: EVERYTHING - Complex behavioral patterns\n\t\tif (type === \"everything\") {\n\t\t\tconst userEvents = record;\n\t\t\tconst firstEventTime = userEvents.length > 0 ? dayjs(userEvents[0].time) : null;\n\n\t\t\t// Track user behaviors\n\t\t\tlet usedAncientCompass = false;\n\t\t\tlet boughtLuckyCharm = false;\n\t\t\tlet joinedGuildEarly = false;\n\t\t\tlet earlyDeaths = 0;\n\t\t\tlet hasLegendaryWeapon = false;\n\t\t\tlet inspectedBeforeDungeon = false;\n\t\t\tlet searchedBeforeDungeon = false;\n\t\t\tlet subscriptionTier = \"Free\"; // Hook #8: Track subscription tier\n\n\t\t\t// First pass: identify user patterns\n\t\t\tuserEvents.forEach((event, idx) => {\n\t\t\t\tconst eventTime = dayjs(event.time);\n\t\t\t\tconst daysSinceStart = firstEventTime ? eventTime.diff(firstEventTime, 'days', true) : 0;\n\n\t\t\t\t// Hook #8: Capture subscription tier from any event that has it\n\t\t\t\tif (event.subscription_tier) {\n\t\t\t\t\tsubscriptionTier = event.subscription_tier;\n\t\t\t\t}\n\n\t\t\t\t// Hook #1: Track Ancient Compass usage\n\t\t\t\tif (event.event === \"use item\" && event.item_type === \"Ancient Compass\") {\n\t\t\t\t\tusedAncientCompass = true;\n\t\t\t\t}\n\n\t\t\t\t// Hook #5: Track Lucky Charm purchases\n\t\t\t\tif (event.event === \"real money purchase\" && event.product === \"Lucky Charm Pack\") {\n\t\t\t\t\tboughtLuckyCharm = true;\n\t\t\t\t}\n\n\t\t\t\t// Hook #3: Track early guild joining\n\t\t\t\tif (event.event === \"guild joined\" && daysSinceStart < 3) {\n\t\t\t\t\tjoinedGuildEarly = true;\n\t\t\t\t}\n\n\t\t\t\t// Hook #4: Track early deaths (first 7 days)\n\t\t\t\tif (event.event === \"player death\" && daysSinceStart < 7) {\n\t\t\t\t\tearlyDeaths++;\n\t\t\t\t}\n\n\t\t\t\t// Hook #7: Track legendary weapon ownership\n\t\t\t\tif (event.event === \"find treasure\" && event.legendary_drop) {\n\t\t\t\t\thasLegendaryWeapon = true;\n\t\t\t\t}\n\n\t\t\t\t// Hook #6: Track inspect + search patterns\n\t\t\t\tif (event.event === \"inspect\") {\n\t\t\t\t\tinspectedBeforeDungeon = true;\n\t\t\t\t}\n\t\t\t\tif (event.event === \"search for clues\") {\n\t\t\t\t\tsearchedBeforeDungeon = true;\n\t\t\t\t}\n\t\t\t});\n\n\t\t\t// Second pass: modify events based on patterns\n\t\t\tuserEvents.forEach((event, idx) => {\n\t\t\t\tconst eventTime = dayjs(event.time);\n\n\t\t\t\t// Set schema defaults for conditional properties\n\t\t\t\tif (event.event === \"quest turned in\") {\n\t\t\t\t\tevent.compass_user = false;\n\t\t\t\t\tevent.subscriber_advantage = \"Free\";\n\t\t\t\t}\n\t\t\t\tif (event.event === \"exit dungeon\") {\n\t\t\t\t\tevent.strategic_explorer = false;\n\t\t\t\t\tevent.legendary_weapon_equipped = false;\n\t\t\t\t\tevent.subscriber_advantage = \"Free\";\n\t\t\t\t}\n\t\t\t\tif (event.event === \"find treasure\") {\n\t\t\t\t\tevent.strategic_explorer = false;\n\t\t\t\t\tevent.subscriber_advantage = \"Free\";\n\t\t\t\t}\n\t\t\t\tif (event.event === \"combat completed\") {\n\t\t\t\t\tevent.legendary_weapon_equipped = false;\n\t\t\t\t\tevent.subscriber_advantage = \"Free\";\n\t\t\t\t\tevent.near_death_survival = false;\n\t\t\t\t}\n\t\t\t\tif (event.event === \"player death\") {\n\t\t\t\t\tevent.near_death_survival = false;\n\t\t\t\t\tevent.subscriber_advantage = \"Free\";\n\t\t\t\t}\n\n\t\t\t\t// Hook #1: CONVERSION - Ancient Compass users complete more quests\n\t\t\t\tif (usedAncientCompass && event.event === \"quest turned in\") {\n\t\t\t\t\t// Triple the rewards for compass users (they're more successful)\n\t\t\t\t\tevent.reward_gold = Math.floor((event.reward_gold || 100) * 1.5);\n\t\t\t\t\tevent.reward_xp = Math.floor((event.reward_xp || 500) * 1.5);\n\t\t\t\t\tevent.compass_user = true;\n\n\t\t\t\t\t// Add extra quest completions for compass users\n\t\t\t\t\tif (chance.bool({ likelihood: 40 })) {\n\t\t\t\t\t\tconst extraQuest = {\n\t\t\t\t\t\t\tevent: \"quest turned in\",\n\t\t\t\t\t\t\ttime: eventTime.add(chance.integer({ min: 10, max: 120 }), 'minutes').toISOString(),\n\t\t\t\t\t\t\tuser_id: event.user_id,\n\t\t\t\t\t\t\tquest_id: chance.pickone(questIds),\n\t\t\t\t\t\t\treward_gold: chance.integer({ min: 100, max: 500 }),\n\t\t\t\t\t\t\treward_xp: chance.integer({ min: 500, max: 2000 }),\n\t\t\t\t\t\t\tcompass_user: true,\n\t\t\t\t\t\t};\n\t\t\t\t\t\tuserEvents.splice(idx + 1, 0, extraQuest);\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t// Hook #5: PURCHASE VALUE - Lucky charm buyers spend 5x more\n\t\t\t\tif (boughtLuckyCharm) {\n\t\t\t\t\tif (event.event === \"real money purchase\") {\n\t\t\t\t\t\t// Increase purchase amounts\n\t\t\t\t\t\tif (event.price_usd) {\n\t\t\t\t\t\t\tconst currentPrice = event.price_usd;\n\t\t\t\t\t\t\tif (currentPrice < 49.99) {\n\t\t\t\t\t\t\t\tevent.price_usd = currentPrice * 2; // Upgrade tier\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tevent.lucky_charm_effect = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\t// Add additional purchase events (higher LTV)\n\t\t\t\t\tif (event.event === \"item purchased\" && chance.bool({ likelihood: 35 })) {\n\t\t\t\t\t\tconst extraPurchase = {\n\t\t\t\t\t\t\tevent: \"real money purchase\",\n\t\t\t\t\t\t\ttime: eventTime.add(chance.integer({ min: 1, max: 3 }), 'days').toISOString(),\n\t\t\t\t\t\t\tuser_id: event.user_id,\n\t\t\t\t\t\t\tproduct: chance.pickone([\n\t\t\t\t\t\t\t\t\"Premium Currency (5000)\",\n\t\t\t\t\t\t\t\t\"Legendary Weapon Chest\",\n\t\t\t\t\t\t\t\t\"Season Pass\"\n\t\t\t\t\t\t\t]),\n\t\t\t\t\t\t\tprice_usd: chance.pickone([19.99, 49.99, 99.99]),\n\t\t\t\t\t\t\tpayment_method: chance.pickone([\"Credit Card\", \"PayPal\"]),\n\t\t\t\t\t\t\tlucky_charm_effect: true,\n\t\t\t\t\t\t};\n\t\t\t\t\t\tuserEvents.splice(idx + 1, 0, extraPurchase);\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t// Hook #6: BEHAVIORS TOGETHER - Inspect + Search before dungeon\n\t\t\t\tif (inspectedBeforeDungeon && searchedBeforeDungeon) {\n\t\t\t\t\tif (event.event === \"exit dungeon\") {\n\t\t\t\t\t\t// Much higher completion rate\n\t\t\t\t\t\tif (event.completion_status !== \"completed\") {\n\t\t\t\t\t\t\t// Convert 85% of non-completions to completions\n\t\t\t\t\t\t\tif (chance.bool({ likelihood: 85 })) {\n\t\t\t\t\t\t\t\tevent.completion_status = \"completed\";\n\t\t\t\t\t\t\t\tevent.strategic_explorer = true;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\t// Find more treasure\n\t\t\t\t\tif (event.event === \"find treasure\") {\n\t\t\t\t\t\tevent.treasure_value = Math.floor((event.treasure_value || 50) * 2);\n\t\t\t\t\t\tevent.strategic_explorer = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t// Hook #7: TIMED RELEASE - Legendary weapon owners dominate\n\t\t\t\tif (hasLegendaryWeapon) {\n\t\t\t\t\t// Higher combat success\n\t\t\t\t\tif (event.event === \"combat completed\") {\n\t\t\t\t\t\tif (event.outcome !== \"Victory\") {\n\t\t\t\t\t\t\t// Convert 90% of losses to victories\n\t\t\t\t\t\t\tif (chance.bool({ likelihood: 90 })) {\n\t\t\t\t\t\t\t\tevent.outcome = \"Victory\";\n\t\t\t\t\t\t\t\tevent.legendary_weapon_equipped = true;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\t// Complete dungeons faster and more successfully\n\t\t\t\t\tif (event.event === \"exit dungeon\") {\n\t\t\t\t\t\tevent.completion_status = \"completed\";\n\t\t\t\t\t\tevent.time_spent_mins = Math.floor((event.time_spent_mins || 60) * 0.6);\n\t\t\t\t\t\tevent.legendary_weapon_equipped = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t// Hook #8: SUBSCRIPTION TIER - Premium/Elite users have better outcomes\n\t\t\t\tif (subscriptionTier === \"Premium\" || subscriptionTier === \"Elite\") {\n\t\t\t\t\tconst isElite = subscriptionTier === \"Elite\";\n\n\t\t\t\t\t// Better combat outcomes\n\t\t\t\t\tif (event.event === \"combat completed\") {\n\t\t\t\t\t\tif (event.outcome !== \"Victory\") {\n\t\t\t\t\t\t\tconst winBoost = isElite ? 70 : 50; // Elite: 70%, Premium: 50%\n\t\t\t\t\t\t\tif (Math.random() * 100 < winBoost) {\n\t\t\t\t\t\t\t\tevent.outcome = \"Victory\";\n\t\t\t\t\t\t\t\tevent.loot_gained = true;\n\t\t\t\t\t\t\t\tevent.subscriber_advantage = subscriptionTier;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\t// Higher quest completion and rewards\n\t\t\t\t\tif (event.event === \"quest turned in\") {\n\t\t\t\t\t\tconst rewardMultiplier = isElite ? 1.8 : 1.4; // Elite: 1.8x, Premium: 1.4x\n\t\t\t\t\t\tevent.reward_gold = Math.floor((event.reward_gold || 100) * rewardMultiplier);\n\t\t\t\t\t\tevent.reward_xp = Math.floor((event.reward_xp || 500) * rewardMultiplier);\n\t\t\t\t\t\tevent.subscriber_advantage = subscriptionTier;\n\t\t\t\t\t}\n\n\t\t\t\t\t// Higher dungeon completion rates\n\t\t\t\t\tif (event.event === \"exit dungeon\") {\n\t\t\t\t\t\tif (event.completion_status !== \"completed\") {\n\t\t\t\t\t\t\tconst completionBoost = isElite ? 65 : 45; // Elite: 65%, Premium: 45%\n\t\t\t\t\t\t\tif (Math.random() * 100 < completionBoost) {\n\t\t\t\t\t\t\t\tevent.completion_status = \"completed\";\n\t\t\t\t\t\t\t\tevent.subscriber_advantage = subscriptionTier;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t// Faster completion times\n\t\t\t\t\t\tif (event.completion_status === \"completed\") {\n\t\t\t\t\t\t\tconst speedBoost = isElite ? 0.7 : 0.85; // Elite: 30% faster, Premium: 15% faster\n\t\t\t\t\t\t\tevent.time_spent_mins = Math.floor((event.time_spent_mins || 60) * speedBoost);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\t// Better treasure finds\n\t\t\t\t\tif (event.event === \"find treasure\") {\n\t\t\t\t\t\tconst treasureBoost = isElite ? 2.0 : 1.5; // Elite: 2x, Premium: 1.5x\n\t\t\t\t\t\tevent.treasure_value = Math.floor((event.treasure_value || 50) * treasureBoost);\n\t\t\t\t\t\tevent.subscriber_advantage = subscriptionTier;\n\t\t\t\t\t}\n\n\t\t\t\t\t// Reduced death rates (subscribers have advantages)\n\t\t\t\t\tif (event.event === \"player death\") {\n\t\t\t\t\t\tconst survivalChance = isElite ? 50 : 30; // Elite: 50% avoid death, Premium: 30%\n\t\t\t\t\t\tif (Math.random() * 100 < survivalChance) {\n\t\t\t\t\t\t\t// Convert death to combat completed with victory\n\t\t\t\t\t\t\tevent.event = \"combat completed\";\n\t\t\t\t\t\t\tevent.outcome = \"Victory\";\n\t\t\t\t\t\t\tevent.loot_gained = true;\n\t\t\t\t\t\t\tevent.subscriber_advantage = subscriptionTier;\n\t\t\t\t\t\t\tevent.near_death_survival = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\t// Elite users get bonus engagement events\n\t\t\t\t\tif (isElite && Math.random() * 100 < 15) {\n\t\t\t\t\t\tif (event.event === \"quest turned in\" || event.event === \"exit dungeon\") {\n\t\t\t\t\t\t\tconst treasureTypes = [\"Rare Artifact\", \"Gold\", \"Weapon\", \"Armor\"];\n\t\t\t\t\t\t\tconst bonusEvent = {\n\t\t\t\t\t\t\t\tevent: \"find treasure\",\n\t\t\t\t\t\t\t\ttime: eventTime.add(Math.floor(Math.random() * 26) + 5, 'minutes').toISOString(),\n\t\t\t\t\t\t\t\tuser_id: event.user_id,\n\t\t\t\t\t\t\t\ttreasure_type: treasureTypes[Math.floor(Math.random() * treasureTypes.length)],\n\t\t\t\t\t\t\t\ttreasure_value: Math.floor(Math.random() * 601) + 200,\n\t\t\t\t\t\t\t\tsubscriber_advantage: \"Elite\",\n\t\t\t\t\t\t\t\telite_bonus: true,\n\t\t\t\t\t\t\t};\n\t\t\t\t\t\t\tuserEvents.splice(idx + 1, 0, bonusEvent);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t});\n\n\t\t\t// Hook #3: RETENTION - Early guild joiners retained\n\t\t\t// Hook #4: CHURN - High early death = churn\n\t\t\tconst shouldChurn = (!joinedGuildEarly && earlyDeaths >= 3) ||\n\t\t\t (earlyDeaths >= 5);\n\n\t\t\tif (shouldChurn) {\n\t\t\t\t// Remove 70% of events after first week (churn)\n\t\t\t\tconst firstWeekEnd = firstEventTime ? firstEventTime.add(7, 'days') : null;\n\t\t\t\tfor (let i = userEvents.length - 1; i >= 0; i--) {\n\t\t\t\t\tconst evt = userEvents[i];\n\t\t\t\t\tif (firstWeekEnd && dayjs(evt.time).isAfter(firstWeekEnd)) {\n\t\t\t\t\t\tif (chance.bool({ likelihood: 70 })) {\n\t\t\t\t\t\t\tuserEvents.splice(i, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} else if (joinedGuildEarly) {\n\t\t\t\t// Add extra engagement events for retained users\n\t\t\t\tconst lastEvent = userEvents[userEvents.length - 1];\n\t\t\t\tif (lastEvent && chance.bool({ likelihood: 60 })) {\n\t\t\t\t\tconst retentionEvent = {\n\t\t\t\t\t\tevent: \"combat completed\",\n\t\t\t\t\t\ttime: dayjs(lastEvent.time).add(chance.integer({ min: 1, max: 5 }), 'days').toISOString(),\n\t\t\t\t\t\tuser_id: lastEvent.user_id,\n\t\t\t\t\t\toutcome: \"Victory\",\n\t\t\t\t\t\tloot_gained: true,\n\t\t\t\t\t\tguild_member_retained: true,\n\t\t\t\t\t};\n\t\t\t\t\tuserEvents.push(retentionEvent);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn record;\n\t}",
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4524
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+
"timestamp": "2026-04-10T01:39:07.396Z",
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4525
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+
"version": "4.0"
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4526
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+
}
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