protected override void SetupFromSplitJsonString(string[] splitJsonString) { name = splitJsonString[0]; notes = splitJsonString[1]; size = EnumValue.CreateFromJsonString(splitJsonString[2]); restockSettings = RestockSettings.CreateFromJsonString(splitJsonString[3]); m_AvailabilityPerShopSizePerStockType = AvailabilityPerStockTypePerShopSize.Load(splitJsonString[4]); m_RestockFrequencyModifiersPerShopSize = RestockFrequencyModifiersPerShopSize.Load(splitJsonString[5]); m_ReadyCashPerShopSize = ReadyCashPerShopSize.Load(splitJsonString[6]); m_RarityPerCharacterClassPerSpellContainer = RarityPerCharacterClassPerSpellContainer.Load(splitJsonString[7]); m_BudgetRangePerPowerLevelPerStockType = FloatRangePerPowerLevelPerStockType.Load(splitJsonString[8]); m_ArmourCollection = ArmourCollection.Load(splitJsonString[9]); m_SpellCollection = SpellCollection.Load(splitJsonString[10]); m_WeaponCollection = WeaponCollection.Load(splitJsonString[11]); m_RingCollection = RingCollection.Load(splitJsonString[12]); m_RodCollection = RodCollection.Load(splitJsonString[13]); m_StaffCollection = StaffCollection.Load(splitJsonString[14]); m_WondrousCollection = WondrousCollection.Load(splitJsonString[15]); m_ArmourQualityCollection = ArmourQualityCollection.Load(splitJsonString[16]); m_WeaponQualityCollection = WeaponQualityCollection.Load(splitJsonString[17]); m_WeaponQualityConstraintsMatrix = WeaponQualityConstraintsMatrix.Load(splitJsonString[18]); m_ArmourQualityConstraintsMatrix = ArmourQualityConstraintsMatrix.Load(splitJsonString[19]); shops = new Shop[splitJsonString.Length - 20]; for (int i = 0; i < shops.Length; i++) { shops[i] = Shop.CreateFromJsonString(splitJsonString[i + 20]); } }
protected override void SetupFromSplitJsonString(string[] splitJsonString) { name = splitJsonString[0]; notes = CreateStringFromSafeJson(splitJsonString[1]); m_Books = EnumSetting.Load(splitJsonString[2]); m_CharacterClasses = EnumSetting.Load(splitJsonString[3]); m_ShopSizes = EnumSetting.Load(splitJsonString[4]); m_SettlementSizes = EnumSetting.Load(splitJsonString[5]); m_Rarities = EnumSetting.Load(splitJsonString[6]); m_Allowances = EnumSetting.Load(splitJsonString[7]); m_UsesAutomaticBonusProgressionRules = Wrapper <bool> .CreateFromJsonString(splitJsonString[8]); m_UsesMinimumCasterLevelForSpellContainerItems = Wrapper <bool> .CreateFromJsonString(splitJsonString[9]); m_CasterTypesPerCharacterClass = SaveableSelectedEnumPerEnum.Load(splitJsonString[10]); m_WeightingPerRarity = WeightingPerRarity.Load(splitJsonString[11]); m_RestockSettingsPerSettlementSize = RestockSettingsPerSettlementSize.Load(splitJsonString[12]); m_AvailabilityPerShopSizePerStockType = AvailabilityPerStockTypePerShopSize.Load(splitJsonString[13]); m_RestockFrequencyModifiersPerShopSize = RestockFrequencyModifiersPerShopSize.Load(splitJsonString[14]); m_ReadyCashPerShopSize = ReadyCashPerShopSize.Load(splitJsonString[15]); m_RarityPerCharacterClassPerSpellContainer = RarityPerCharacterClassPerSpellContainer.Load(splitJsonString[16]); m_BudgetRangePerPowerLevelPerStockType = FloatRangePerPowerLevelPerStockType.Load(splitJsonString[17]); m_ArmourCollection = ArmourCollection.Load(splitJsonString[18]); m_SpellCollection = SpellCollection.Load(splitJsonString[19]); m_WeaponCollection = WeaponCollection.Load(splitJsonString[20]); m_RingCollection = RingCollection.Load(splitJsonString[21]); m_RodCollection = RodCollection.Load(splitJsonString[22]); m_StaffCollection = StaffCollection.Load(splitJsonString[23]); m_WondrousCollection = WondrousCollection.Load(splitJsonString[24]); m_ArmourQualityCollection = ArmourQualityCollection.Load(splitJsonString[25]); m_WeaponQualityCollection = WeaponQualityCollection.Load(splitJsonString[26]); m_WeaponQualityConstraintsMatrix = WeaponQualityConstraintsMatrix.Load(splitJsonString[27]); m_ArmourQualityConstraintsMatrix = ArmourQualityConstraintsMatrix.Load(splitJsonString[28]); settlements = new Settlement[splitJsonString.Length - 29]; for (int i = 0; i < settlements.Length; i++) { settlements[i] = Settlement.CreateFromJsonString(splitJsonString[i + 29]); } current = this; }
protected override void SetupFromSplitJsonString(string[] splitJsonString) { name = splitJsonString[0]; notes = CreateStringFromSafeJson(splitJsonString[1]); size = splitJsonString[2]; frequencyModifier = Wrapper <float> .CreateFromJsonString(splitJsonString[3]); readyCash = Wrapper <float> .CreateFromJsonString(splitJsonString[4]); stockTypes = FlagsEnumSetting.CreateFromJsonString(splitJsonString[5]); daysSinceLastRestock = Wrapper <int> .CreateFromJsonString(splitJsonString[6]); totalCash = Wrapper <float> .CreateFromJsonString(splitJsonString[7]); specificArmourCollection = SpecificArmourCollection.CreateFromJsonString(splitJsonString[8]); specificPotionCollection = SpecificPotionCollection.CreateFromJsonString(splitJsonString[9]); specificRingCollection = SpecificRingCollection.CreateFromJsonString(splitJsonString[10]); specificRodCollection = SpecificRodCollection.CreateFromJsonString(splitJsonString[11]); specificScrollCollection = SpecificScrollCollection.CreateFromJsonString(splitJsonString[12]); specificStaffCollection = SpecificStaffCollection.CreateFromJsonString(splitJsonString[13]); specificWandCollection = SpecificWandCollection.CreateFromJsonString(splitJsonString[14]); specificWeaponCollection = SpecificWeaponCollection.CreateFromJsonString(splitJsonString[15]); specificWondrousCollection = SpecificWondrousCollection.CreateFromJsonString(splitJsonString[16]); m_RarityPerCharacterClassPerSpellContainer = RarityPerCharacterClassPerSpellContainer.Load(splitJsonString[17]); m_BudgetRangePerPowerLevelPerStockType = FloatRangePerPowerLevelPerStockType.Load(splitJsonString[18]); m_ArmourCollection = ArmourCollection.Load(splitJsonString[19]); m_SpellCollection = SpellCollection.Load(splitJsonString[20]); m_WeaponCollection = WeaponCollection.Load(splitJsonString[21]); m_RingCollection = RingCollection.Load(splitJsonString[22]); m_RodCollection = RodCollection.Load(splitJsonString[23]); m_StaffCollection = StaffCollection.Load(splitJsonString[24]); m_WondrousCollection = WondrousCollection.Load(splitJsonString[25]); m_ArmourQualityCollection = ArmourQualityCollection.Load(splitJsonString[26]); m_WeaponQualityCollection = WeaponQualityCollection.Load(splitJsonString[27]); m_WeaponQualityConstraintsMatrix = WeaponQualityConstraintsMatrix.Load(splitJsonString[28]); m_ArmourQualityConstraintsMatrix = ArmourQualityConstraintsMatrix.Load(splitJsonString[29]); }
public static SpecificWondrous CreateRandom(EnumValue powerLevel, FloatRange budgetRange, WondrousCollection wondrousCollection) { SpecificWondrous newSpecificWondrous = CreateInstance <SpecificWondrous>(); newSpecificWondrous.powerLevel = powerLevel; newSpecificWondrous.wondrous = wondrousCollection.PickWondrous(budgetRange); newSpecificWondrous.cost = newSpecificWondrous.wondrous.cost; newSpecificWondrous.name = newSpecificWondrous.wondrous.name; return(newSpecificWondrous); }