public void Equipment() { // Chance for loot if (tpd.RollPercent(currentMob.lootChance)) { var equipmentGenerator = new EquipmentGenerator(sim); var eq = equipmentGenerator.Generate(); sim.AddEvent(PlayerEvent.Loot(eq)); } }
List <PlayerEvent> Dev_RandomLoot() { var list = new List <PlayerEvent>(); var eqGen = new EquipmentGenerator(sim); var rand = Random.Range(7, 15); var eRand = Random.Range(1, 4); for (int i = 0; i < rand; i++) { var eq = eqGen.Generate(); var ev = PlayerEvent.Loot(eq); for (int j = 0; j < eRand; j++) { // list.Add(fill); } list.Add(ev); } return(list); }