public LootPackEntry(bool atSpawnTime, LootPackItem[] items, double chance, LootPackDice quantity, int maxProps, int minIntensity, int maxIntensity) { m_AtSpawnTime = atSpawnTime; m_Items = items; m_Chance = (int)(100 * chance); m_Quantity = quantity; m_MaxProps = maxProps; m_MinIntensity = minIntensity; m_MaxIntensity = maxIntensity; }
public LootPackEntry( bool atSpawnTime, bool onStolen, LootPackItem[] items, double chance, LootPackDice quantity, bool standardLootItem) { AtSpawnTime = atSpawnTime; OnStolen = onStolen; Items = items; Chance = (int)(100 * chance); Quantity = quantity; StandardLootItem = standardLootItem; }
public LootPackEntry( bool atSpawnTime, LootPackItem[] items, double chance, LootPackDice quantity, int maxProps, int minIntensity, int maxIntensity) { m_AtSpawnTime = atSpawnTime; m_Items = items; Chance = (int)(100 * chance); m_Quantity = quantity; m_MaxProps = maxProps; m_MinIntensity = minIntensity; m_MaxIntensity = maxIntensity; }
public LootCollection( string gold ) { m_Gold = new LootPackDice( gold ); m_LootSets = new List<Tuple<BaseLootSet,double>>(); }
public LootPackEntry(bool atSpawnTime, LootPackItem[] items, LootPackDice quantity) { m_AtSpawnTime = atSpawnTime; m_Items = items; m_Quantity = quantity; }
public LootCollection(string gold) { m_Gold = new LootPackDice(gold); m_LootSets = new List <Tuple <BaseLootSet, double> >(); }