public void AddLootSetName(loot_set_name set) { DataProcessor.SaveLootSetName(set); LootSet.Add(set); }
public static void SaveLootSetName(loot_set_name set) { var old = (from d in DB.LEGACY.loot_set_name where d.SetID == set.SetID select d).SingleOrDefault(); if (old != null) { DB.LEGACY.loot_set_name.Remove(old); DB.LSave(); } DB.LEGACY.loot_set_name.Add(set); DB.LSave(); }
public static loot_set_name CreateNextLootSetName(string name, int category) { long id = (from d in DB.LEGACY.loot_set select d.Entry).Max() + 1; // fetch loot set data for safety. loot_set_name set = new loot_set_name(); set.SetID = id; set.Name = name; set.Category = category; DB.LEGACY.loot_set_name.Add(set); DB.LSave(); return set; }
public static void CreateCreatureLootInfo(int creature, int setID, int item, float chance, int group, string name) { var old = (from d in DB.LEGACY.loot_set where d.Entry == setID && d.Item == item select d).SingleOrDefault(); if (old != null) { DB.LEGACY.loot_set.Remove(old); DB.LSave(); } var oldName = (from d in DB.LEGACY.loot_set_name where d.SetID == setID select d).SingleOrDefault(); if (oldName == null) { loot_set_name setName = new loot_set_name(); setName.Category = 17; setName.SetID = setID; setName.Name = name; DB.LEGACY.loot_set_name.Add(setName); DB.LSave(); } loot_set set = new loot_set(); set.Entry = setID; set.Chance = chance; set.GroupID = group; set.Item = item; set.MaxCount = 1; set.MaxLooterLevel = 0; set.MaxTargetLevel = 0; set.MinCount = 1; set.MinLooterLevel = 0; set.MinMF = 0; set.MinTargetLevel = 0; set.Mode = 1; set.Quest = 0; SaveLootSet(set); loot_info_creature loot_info = new loot_info_creature(); loot_info.Entry = creature; loot_info.SetID = set.Entry; loot_info.Chance = 100.0f; SaveCreatureLoot(loot_info); }