Ejemplo n.º 1
0
        /// <summary>
        /// Spawns this entity's drops locally.
        /// </summary>
        protected virtual void DropLocal()
        {
            GadgetCoreAPI.SpawnExp(transform.position, EXP);

            foreach (Tuple <int, int, int> currencyDrop in currencyDrops)
            {
                int quantity = currencyDrop.Item2 + UnityEngine.Random.Range(0, currencyDrop.Item3 + 1);
                if (quantity > 0)
                {
                    GadgetCoreAPI.SpawnItemLocal(transform.position, new Item(currencyDrop.Item1, quantity, 0, 0, 0, new int[3], new int[3]));
                }
            }

            if (vanillaStyleDrops != null)
            {
                int num  = UnityEngine.Random.Range(0, 100);
                int num2 = UnityEngine.Random.Range(0, 90);
                num2 += (int)(PlayerGearModsTracker.GetGearMods(FindObjectsOfType <PlayerScript>().MinBy(x => (x.transform.position - transform.position).sqrMagnitude))[21] * 1.5);
                int num3 = 1;
                if (num2 > 110)
                {
                    num3 = 5;
                }
                else if (num2 > 100)
                {
                    num3 = 4;
                }
                else if (num2 > 90)
                {
                    num3 = 3;
                }
                else if (num2 > 80)
                {
                    num3 = 2;
                }

                Item vanillaDrop = new Item(num < 20 ? vanillaStyleDrops[2] : num < 45 ? vanillaStyleDrops[1] : num < 75 ? vanillaStyleDrops[0] : vanillaStyleDrops[3], num3, 0, 0, 0, new int[3], new int[3]);

                if (vanillaDrop.id > 0)
                {
                    GadgetCoreAPI.SpawnItemLocal(transform.position, vanillaDrop);
                }
            }

            LootTables.DropLoot(LootTableID, transform.position);
        }
Ejemplo n.º 2
0
 /// <summary>
 /// Adds an item to this entity's loot table.
 /// </summary>
 public void AddLootTableDrop(Item item, float dropChance, int minDropQuantity, int maxDropQuantity = -1, Func <Vector3, bool> CheckValidToDrop = null, Func <Item, Vector3, bool> CustomDropBehavior = null)
 {
     LootTables.AddItemToLootTable(item, LootTableID, dropChance, minDropQuantity, maxDropQuantity, CheckValidToDrop, CustomDropBehavior);
 }