public DesctructibleLootContainer(World world, int snoId, TagMap tags) : base(world, snoId, tags) { if (ActorData.TagMap.ContainsKey(ActorKeys.LootTreasureClass)) { TreasureClass = (TreasureClass)ActorData.TagMap[ActorKeys.LootTreasureClass].Target; } }
public DesctructibleLootContainer(World world, int snoId, TagMap tags) : base(world, snoId, tags) { if (ActorData.TagMap.ContainsKey(ActorKeys.LootTreasureClass)) TreasureClass = (TreasureClass)ActorData.TagMap[ActorKeys.LootTreasureClass].Target; base.Attributes[GameAttribute.Experience_Granted] = 0; this.Attributes[GameAttribute.Hitpoints_Cur] = 1; base.Attributes[GameAttribute.DropsNoLoot] = true; }
public DesctructibleLootContainer(World world, int snoId, TagMap tags) : base(world, snoId, tags) { if (ActorData.TagMap.ContainsKey(ActorKeys.LootTreasureClass)) { TreasureClass = (TreasureClass)ActorData.TagMap[ActorKeys.LootTreasureClass].Target; } base.Attributes[GameAttribute.Experience_Granted] = 0; this.Attributes[GameAttribute.Hitpoints_Cur] = 1; base.Attributes[GameAttribute.DropsNoLoot] = true; }
public LootContainer(World world, int snoId, TagMap tags) : base(world, snoId, tags) { try { _treasureClass = (TreasureClass)ActorData.TagMap[ActorKeys.LootTreasureClass].Target; } catch (Exception) { Logger.Warn("Could not load treasure class for loot actor because it is either not tagged or the treasure class is not available. Using standard treasure class instead"); _treasureClass = TreasureClass.GenericTreasure; } }
public DesctructibleLootContainer(World world, int snoId, TagMap tags) : base(world, snoId, tags) { if(ActorData.TagMap.ContainsKey(ActorKeys.LootTreasureClass)) TreasureClass = (TreasureClass)ActorData.TagMap[ActorKeys.LootTreasureClass].Target; }