示例#1
0
        /// <summary>
        /// Generates items in the given item collection based on loot table key.
        /// Any existing items will be destroyed.
        /// </summary>
        public static void GenerateEnemyItems(ItemCollection collection, int[] traits, EnemyEntity enemyEnt)
        {
            DaggerfallEntity enemy = enemyEnt as DaggerfallEntity;

            int[] enemyPredefLootTableProperties;
            int[] enemyExtraLootProperties;

            enemyPredefLootTableProperties = EnemyBasics.EnemyPredefLootTableCalculator(enemy, traits);
            enemyExtraLootProperties       = EnemyBasics.EnemyExtraLootCalculator(enemy, traits, enemyPredefLootTableProperties);
            EnemyBasics.TraitExtraLootModCalculator(traits, enemyPredefLootTableProperties, enemyExtraLootProperties, out enemyPredefLootTableProperties, out enemyExtraLootProperties);

            DaggerfallUnityItem[] newitems = LootTables.GenerateEnemyLoot(enemy, traits, enemyPredefLootTableProperties, enemyExtraLootProperties);

            FormulaHelper.ModifyFoundLootItems(ref newitems);

            collection.Import(newitems);
        }
示例#2
0
        /// <summary>
        /// Generates items in the given item collection based on loot table key.
        /// Any existing items will be destroyed.
        /// </summary>
        public static void GenerateBuildingItems(ItemCollection collection, int[] traits, EnemyEntity enemyEnt = null)
        {
            DaggerfallEntity enemy = enemyEnt as DaggerfallEntity; // This may not work as i'm expecting, will have to see.

            int[] enemyPredefLootTableProperties;
            int[] enemyExtraLootProperties;

            enemyPredefLootTableProperties = EnemyBasics.EnemyPredefLootTableCalculator(enemy, traits);
            enemyExtraLootProperties       = EnemyBasics.EnemyExtraLootCalculator(enemy, traits, enemyPredefLootTableProperties);
            EnemyBasics.TraitExtraLootModCalculator(traits, enemyPredefLootTableProperties, enemyExtraLootProperties, out enemyPredefLootTableProperties, out enemyExtraLootProperties);
            // Now will start actually creating the items based on enemyPredefLootTableProperties and enemyExtraLootProperties, after that is done, likely add the "flavor" items from the traits afterward.

            DaggerfallUnityItem[] newitems = LootTables.GenerateEnemyLoot(enemy, traits, enemyPredefLootTableProperties, enemyExtraLootProperties);

            FormulaHelper.ModifyFoundLootItems(ref newitems);

            collection.Import(newitems);
        }