public NPC GetAMob(Random rng, int floor) { int mlevel = GetAreaFloorLevel(rng, floor); int rtier = ArrayM.IndexWithRates(mobs.Length, rng); return(NPC.GenerateNPC(mlevel, mobs[rtier][ArrayM.IndexWithRates(mobs[rtier].Count, rng)])); }
public string[] MobDrops(int lootCount) { string[] looted = new string[lootCount]; if (drops != null) { for (int i = 0; i < lootCount; i++) { int t = ArrayM.IndexWithRates(drops.Length, Program.rng); looted[i] = drops[t][ArrayM.IndexWithRates(drops[t].Count, Program.rng)]; } return(looted); } return(null); }