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Class: LootManager ​

csharp
public class LootManager : NetworkedManagerBase<LootManager>, ILogicUpdate

Fields ​

NameDeclarationDescription
gemQualityMaxByZoneIndexpublic PerRarityData&lt;Formula&gt; gemQualityMaxByZoneIndex
gemQualityMinByZoneIndexpublic PerRarityData&lt;Formula&gt; gemQualityMinByZoneIndex
gemQualityRandomCurvepublic AnimationCurve gemQualityRandomCurve
gemRarityChance`[Title("Gem", null, TitleAlignments.Left, true, true)]
public PerRarityData<float> gemRarityChance`
gemRarityChanceHighpublic PerRarityData&lt;float&gt; gemRarityChanceHigh
poolGems`[SaveVar(SaveVarFlags.Default)]
[NonSerialized]
public List<string> poolGems`Available on server.
poolGemsByRarity`[SaveVar(SaveVarFlags.Default)]
[NonSerialized]
public Dictionary<Rarity, List<string>> poolGemsByRarity`Available on server.
poolGemsByTag`[SaveVar(SaveVarFlags.Default)]
[NonSerialized]
public Dictionary<DescriptionTags, List<string>> poolGemsByTag`Available on server.
poolSkills`[SaveVar(SaveVarFlags.Default)]
[NonSerialized]
public List<string> poolSkills`Available on server.
poolSkillsByRarity`[SaveVar(SaveVarFlags.Default)]
[NonSerialized]
public Dictionary<Rarity, List<string>> poolSkillsByRarity`Available on server.
poolSkillsByTag`[SaveVar(SaveVarFlags.Default)]
[NonSerialized]
public Dictionary<DescriptionTags, List<string>> poolSkillsByTag`Available on server.
skillLevelMaxByZoneIndexpublic PerRarityData&lt;Formula&gt; skillLevelMaxByZoneIndex
skillLevelMinByZoneIndexpublic PerRarityData&lt;Formula&gt; skillLevelMinByZoneIndex
skillLevelRandomCurvepublic AnimationCurve skillLevelRandomCurve
skillRarityChance`[Title("Skill", null, TitleAlignments.Left, true, true)]
public PerRarityData<float> skillRarityChance`
skillRarityChanceHighpublic PerRarityData&lt;float&gt; skillRarityChanceHigh

Methods ​

OnStartServer() ​

csharp
public override void OnStartServer()

SelectGemAndQuality(Rarity?, out Gem, out int) ​

csharp
public void SelectGemAndQuality(Rarity? rarity, out Gem gem, out int quality)

Parameters:

NameTypeDescription
rarityRarity?
gemGem
qualityint

SelectGemQuality(Rarity) ​

csharp
public int SelectGemQuality(Rarity rarity)

Parameters:

NameTypeDescription
rarityRarity

Returns: int

SelectGemRarity(bool) ​

csharp
public Rarity SelectGemRarity(bool isHigh = false)

Parameters:

NameTypeDescription
isHighbool

Returns: Rarity

SelectRarity(PerRarityData&lt;float&gt;) ​

csharp
public static Rarity SelectRarity(PerRarityData<float> chances)

Parameters:

NameTypeDescription
chancesPerRarityData&lt;float&gt;

Returns: Rarity

SelectSkillAndLevel(Rarity?, out SkillTrigger, out int) ​

csharp
public void SelectSkillAndLevel(Rarity? rarity, out SkillTrigger skill, out int level)

Parameters:

NameTypeDescription
rarityRarity?
skillSkillTrigger
levelint

SelectSkillLevel(Rarity) ​

csharp
public int SelectSkillLevel(Rarity rarity)

Parameters:

NameTypeDescription
rarityRarity

Returns: int

SelectSkillRarity(bool) ​

csharp
public Rarity SelectSkillRarity(bool isHigh = false)

Parameters:

NameTypeDescription
isHighbool

Returns: Rarity

Maintained by the Shape of Dreams Modding Community