コード例 #1
0
 private static void LootExecuted(ItemObject _item)
 {
     LootOverhaul.Loot(_item, 1, true, true);
 }
コード例 #2
0
        public static void Postfix(Mission __instance, Agent affectedAgent, Agent affectorAgent, AgentState agentState, KillingBlow killingBlow)
        {
            try
            {
                if (MapEvent.PlayerMapEvent == null)
                {
                    return;
                }

                if ((affectedAgent.Character == PartyBase.MainParty.Leader || affectedAgent.IsMount))
                {
                    return;
                }

                if (affectorAgent == null && !LootOverhaulSettings.Instance.LootPanickedEnabled)
                {
                    SubModule.WriteDebug("Some coward has fleed...");
                    return;
                }

                if (affectedAgent.Team.IsPlayerAlly)
                {
                    if (affectorAgent.Character == PartyBase.MainParty.Leader)
                    {
                        SubModule.WriteDebug("You've killed an ally!", "Oops:");
                    }
                    if (!LootOverhaulSettings.Instance.LootAlliesEnabled)
                    {
                        return;
                    }
                }

                if (rng.NextDouble() < dc.CalculateChanceForUnit())
                {
                    int itemsLooted = 0;
                    foreach (EquipmentIndex ei in LootOverhaul.allowedSlotsToLoot.Shuffle())
                    {
                        EquipmentElement equipmentElement = affectedAgent.Character.Equipment.GetEquipmentFromSlot(ei);

                        if (equipmentElement.Item == null)
                        {
                            continue;
                        }

                        if (rng.NextDouble() > dc.CalculateChanceForItem())
                        {
                            continue;
                        }

                        LootOverhaul.Loot(equipmentElement.Item);
                        SubModule.WriteLootMessage(equipmentElement, !affectedAgent.Team.IsPlayerAlly);
                        itemsLooted++;

                        if (itemsLooted >= LootOverhaulSettings.Instance.MaxItemsPerUnit)
                        {
                            break;
                        }
                    }
                }
                else
                {
                    string messageTitle = affectedAgent.Team.IsPlayerAlly ? "Allied unit:" : "Enemy unit:";
                    string message      = "No Luck! Will not be looted :(";

                    if (affectedAgent.Team.IsPlayerAlly && LootOverhaulSettings.Instance.LootAlliesEnabled)
                    {
                        SubModule.WriteDebug(message, messageTitle);
                    }

                    if (!affectedAgent.Team.IsPlayerAlly)
                    {
                        SubModule.WriteDebug(message, messageTitle);
                    }
                }
            }
            catch (Exception ex)
            {
                SubModule.WriteException(ex.Message);
            }
        }