Post#89 » Fri Jan 25, 2019 1:29 pm
For clarity, it definitely should not be giving items you already own by design. Appreciate that it currently seems to be doing just that and we'll have a look as soon as possible but the code that handles this does it like this (I'm sure Vaion previously posted this but I'll repost based on actually reading the code):
1. Create lists of potential items (the list depends on token)
2. Check every item on the list to add it the the prize list (three checks)
2a. Check chance to add to list (varies based on item rarity)
2b. Check if you already have the item
2c. Check if your class can use the item
3. If the answer to above is Y, N, Y then add the item to the prize list
4. Randomly pick one item from the prize list
2b should make it impossible for you to ever get an item you already have. If you own every single item on the first list, you'll get nothing added to the prize list and will get nothing. Not that this scenario is likely, there are a lot of items.
At some point we'll do some testing and try to recreate the issue so we can debug it (assuming the above logic is true, it can only be an error with the check item function so should be possible to nail it down). I'm just trying to focus on the new content (pretty much 100% of my time is dedicated to that) but we'll get around to it at some point.