Пример #1
0
 public override void ModifyGlobalLoot(GlobalLoot globalLoot)
 {
     if (NPC.downedMoonlord)
     {
         globalLoot.Add(ItemDropRule.Common(ModContent.ItemType <Items.LootBag5>(), Amounts.tierFiveChance));
     }
     else if (NPC.downedPlantBoss)
     {
         globalLoot.Add(ItemDropRule.Common(ModContent.ItemType <Items.LootBag4>(), Amounts.tierFourChance));
     }
     else if (Main.hardMode)
     {
         globalLoot.Add(ItemDropRule.Common(ModContent.ItemType <Items.LootBag3>(), Amounts.tierThreeChance));
     }
     else if (NPC.downedBoss3)
     {
         globalLoot.Add(ItemDropRule.Common(ModContent.ItemType <Items.LootBag2>(), Amounts.tierTwoChance));
     }
     else
     {
         globalLoot.Add(ItemDropRule.Common(ModContent.ItemType <Items.LootBag1>(), Amounts.tierOneChance));
     }
 }
Пример #2
0
        internal static void GlobalExpertGetsRerolls(GlobalLoot globalLoot, int itemId, int chanceDenominator = 1, int minimumDropped = 1, int maximumDropped = 1, int chanceNumerator = 1, IItemDropRule ruleExpert = null, IItemDropRule ruleNormal = null)
        {
            IItemDropRule expertRule = new LeadingConditionRule(new Conditions.IsExpert());
            IItemDropRule ruleToAdd  = expertRule;

            if (ruleExpert != null)
            {
                ruleToAdd  = ruleExpert;                //If a rule is specified, use that to add it (Always add the "baseline" rule first)
                expertRule = ruleToAdd.OnSuccess(expertRule);
            }
            expertRule.OnSuccess(new CommonDropWithReroll(itemId, chanceDenominator, minimumDropped, maximumDropped, chanceNumerator));
            globalLoot.Add(ruleToAdd);

            IItemDropRule notExpertRule = new LeadingConditionRule(new Conditions.NotExpert());

            ruleToAdd = notExpertRule;
            if (ruleNormal != null)
            {
                ruleToAdd     = ruleNormal;
                notExpertRule = ruleToAdd.OnSuccess(notExpertRule);
            }
            notExpertRule.OnSuccess(new CommonDrop(itemId, chanceDenominator, minimumDropped, maximumDropped, chanceNumerator));
            globalLoot.Add(ruleToAdd);
        }
Пример #3
0
 //ModifyGlobalLoot allows you to modify loot that every NPC should be able to drop, preferably with a condition.
 //Vanilla uses this for the biome keys, souls of night/light, as well as the holiday drops.
 //Any drop rules in ModifyGlobalLoot should only run once. Everything else should go in ModifyNPCLoot.
 public override void ModifyGlobalLoot(GlobalLoot globalLoot)
 {
     globalLoot.Add(ItemDropRule.ByCondition(new Conditions.IsMasterMode(), ModContent.ItemType <ExampleSoul>(), 5, 1, 1));            //If the world is in master mode, drop ExampleSouls 20% of the time from every npc.
     //TODO: Make it so it only drops from enemies in ExampleBiome when that gets made.
 }