Repositories / GSConfigTool / GsConfigTool / Models / LootDropOverride.cs
LootDropOverride.cs 1.5 KB
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namespace GsConfigTool.Models;

public class LootDropOverride
{
    public string DropName { get; set; } = "New Drop";
    public string SupplyCrateClassString { get; set; } = "";
    public float MinQualityMultiplier { get; set; } = 1.0f;
    public float MaxQualityMultiplier { get; set; } = 5.0f;
    public bool bNoRepeats { get; set; } = true;
    public bool bSetsRandomWithoutReplacement { get; set; } = false;
    public bool bAppendItemSets { get; set; } = false;
    public bool bAppendPreventFromLootingSets { get; set; } = false;
    public List<LootItemSet> ItemSets { get; set; } = new();
}

public class LootItemSet
{
    public string SetName { get; set; } = "Set 1";
    public float MinNumItems { get; set; } = 1.0f;
    public float MaxNumItems { get; set; } = 3.0f;
    public float NumItemsPower { get; set; } = 1.0f;
    public float SetWeight { get; set; } = 1.0f;
    public bool bItemsRandomWithoutReplacement { get; set; } = false;
    public List<LootItem> Items { get; set; } = new();
}

public class LootItem
{
    public string DisplayName { get; set; } = "";
    public string ItemClassString { get; set; } = "";
    public float MinQuantity { get; set; } = 1.0f;
    public float MaxQuantity { get; set; } = 1.0f;
    public float MinQuality { get; set; } = 1.0f;
    public float MaxQuality { get; set; } = 1.0f;
    public bool bForceBlueprint { get; set; } = false;
    public float ItemWeight { get; set; } = 1.0f;
    public float ChanceToBeBlueprint { get; set; } = 0.0f;
    public float ChanceToBeBlueprintOverride { get; set; } = -1.0f;
}
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