Fix fun module RNG.

This commit is contained in:
Ottermandias 2024-08-24 20:40:02 +02:00
parent 773f526fba
commit 82536c75c9

View file

@ -340,14 +340,14 @@ public unsafe class FunModule : IDisposable
private void SetRandomDye(ref CharacterArmor armor)
{
var stainIdx = _rng.Next(0, _stains.Length - 1);
var stainIdx = _rng.Next(0, _stains.Length);
armor.Stains = _stains[stainIdx];
}
private void SetRandomItem(EquipSlot slot, ref CharacterArmor armor)
{
var list = _items.ItemData.ByType[slot.ToEquipType()];
var rng = _rng.Next(0, list.Count - 1);
var rng = _rng.Next(0, list.Count);
var item = list[rng];
armor.Set = item.PrimaryId;
armor.Variant = item.Variant;
@ -385,7 +385,7 @@ public unsafe class FunModule : IDisposable
{
armor = slot switch
{
EquipSlot.Body => DolphinBodies[_rng.Next(0, DolphinBodies.Count - 1)],
EquipSlot.Body => DolphinBodies[_rng.Next(0, DolphinBodies.Count)],
EquipSlot.Head => new CharacterArmor(5040, 1, StainIds.None),
_ => armor,
};
@ -440,7 +440,7 @@ public unsafe class FunModule : IDisposable
if (index is CustomizeIndex.Face || !set.IsAvailable(index))
continue;
var valueIdx = _rng.Next(0, set.Count(index) - 1);
var valueIdx = _rng.Next(0, set.Count(index));
customize[index] = set.Data(index, valueIdx).Value;
}
}