public override Item Construct(Mobile from, int luckChance, bool spawning) { if (m_AtSpawnTime != spawning) { return(null); } int totalChance = 0; for (int i = 0; i < m_Items.Length; ++i) { totalChance += m_Items[i].Chance; } int rnd = Utility.Random(totalChance); for (int i = 0; i < m_Items.Length; ++i) { LootPackItem item = m_Items[i]; if (rnd < item.Chance) { return(Mutate(from, luckChance, item.Construct(false, false))); } rnd -= item.Chance; } return(null); }
public NewLootPackEntry(LootPackItem[] items, double dropChance, WeapMod weaponModifiers, ArMod armorModifiers) { m_Items = items; m_Chance = dropChance * 100; m_WeaponModifiers = weaponModifiers; m_ArmorModifiers = armorModifiers; }
public NewLootPackEntry(LootPackItem[] items, double dropChance, ArMod armorModifiers) : this(items, dropChance, null, armorModifiers) { }
/// <summary> /// /// </summary> /// <param name="items"></param> /// <param name="dropChance"></param> /// <param name="weaponModifiers"></param> public NewLootPackEntry(LootPackItem[] items, double dropChance, WeapMod weaponModifiers) : this(items, dropChance, weaponModifiers, null) { }