Ejemplo n.º 1
0
    public static void GenerateMainHand()
    {
        EquipmentGenerator gen = new EquipmentGenerator();

        gen.SetTier(99).SetRarity(Rarity.Unique).SetName("Bugbuster");
        PlayerSession.GetInventory().list.Add(gen.Generate());
    }
Ejemplo n.º 2
0
 public void Equipment()
 {
     // Chance for loot
     if (tpd.RollPercent(currentMob.lootChance))
     {
         var equipmentGenerator = new EquipmentGenerator(sim);
         var eq = equipmentGenerator.Generate();
         sim.AddEvent(PlayerEvent.Loot(eq));
     }
 }
    public void Generate()
    {
        var rand = Random.Range(0, 2);

        if (rand == 0)
        {
            _equipmentGenerator.category = (Equipment.Category)rand;
            _equipmentGenerator.Generate();
        }
        else
        {
            _consumableGenerator.category = (Consumable.Category)rand;
            _consumableGenerator.Generate();
        }
    }
Ejemplo n.º 4
0
    List <PlayerEvent> Dev_RandomLoot()
    {
        var list  = new List <PlayerEvent>();
        var eqGen = new EquipmentGenerator(sim);
        var rand  = Random.Range(7, 15);
        var eRand = Random.Range(1, 4);

        for (int i = 0; i < rand; i++)
        {
            var eq = eqGen.Generate();
            var ev = PlayerEvent.Loot(eq);

            for (int j = 0; j < eRand; j++)
            {
                //        list.Add(fill);
            }
            list.Add(ev);
        }

        return(list);
    }
Ejemplo n.º 5
0
 public void Equipment()
 {
     // Chance for loot
     if (tpd.RollPercent(currentMob.lootChance)) {
       var equipmentGenerator = new EquipmentGenerator(sim);
       var eq = equipmentGenerator.Generate();
       sim.AddEvent(PlayerEvent.Loot(eq));
     }
 }
Ejemplo n.º 6
0
    List<PlayerEvent> Dev_RandomLoot()
    {
        var list = new List<PlayerEvent>();
        var eqGen = new EquipmentGenerator(sim);
        var rand = Random.Range(7, 15);
        var eRand = Random.Range(1, 4);
        for (int i = 0; i < rand; i++) {
          var eq = eqGen.Generate();
          var ev = PlayerEvent.Loot(eq);

          for (int j = 0; j < eRand; j++) {
        //        list.Add(fill);
          }
          list.Add(ev);
        }

        return list;
    }