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1 | 1 | using System;
|
2 | 2 | using System.Collections.Generic;
|
| 3 | +using System.Linq; |
3 | 4 | using System.Text;
|
| 5 | +using System.Threading.Tasks; |
| 6 | +using Mutagen.Bethesda.Synthesis.Settings; |
4 | 7 |
|
5 | 8 | namespace HalgarisRPGLoot
|
6 | 9 | {
|
7 |
| - [System.Serializable] |
8 | 10 | public class Settings
|
9 | 11 | {
|
10 |
| - public int VarietyCountPerItem; |
11 |
| - public List<Rarity> Rarities = new List<Rarity>(); |
12 |
| - public bool UseRNGRarities; |
| 12 | + public int RandomSeed = 42; |
13 | 13 |
|
14 |
| - public void InitializeDefault() |
15 |
| - { |
16 |
| - UseRNGRarities = true; |
17 |
| - VarietyCountPerItem = 8; |
18 |
| - Rarities = new List<Rarity>() { |
| 14 | + public ArmorSettings ArmorSettings = new ArmorSettings(); |
| 15 | + public WeaponSettings WeaponSettings = new WeaponSettings(); |
| 16 | + |
| 17 | + } |
| 18 | + public class ArmorSettings |
| 19 | + { |
| 20 | + [SynthesisSettingName("Number of variations per Item")] |
| 21 | + [SynthesisTooltip("This determines how many different versions\n" + |
| 22 | + "of the same Armor you can find.")] |
| 23 | + public int VarietyCountPerItem = 50; |
| 24 | + [SynthesisSettingName("Rarity Levels")] |
| 25 | + [SynthesisTooltip("Custom defineable rarity levels")] |
| 26 | + public List<Rarity> Rarities = new List<Rarity>() { |
| 27 | + new Rarity() { Label= "Magical", NumEnchantments=1, LLEntries=80 }, |
| 28 | + new Rarity() { Label= "Rare", NumEnchantments=2, LLEntries=13 }, |
| 29 | + new Rarity() { Label= "Epic", NumEnchantments=3, LLEntries=5 }, |
| 30 | + new Rarity() { Label= "Legendary", NumEnchantments=4, LLEntries=2 }, |
| 31 | + }; |
| 32 | + [SynthesisSettingName("Use RNGRarity")] |
| 33 | + [SynthesisTooltip("With this set to true the number of variations\n" + |
| 34 | + "per item will be randomised.")] |
| 35 | + public bool UseRNGRarities = true; |
| 36 | + } |
| 37 | + |
| 38 | + public class WeaponSettings |
| 39 | + { |
| 40 | + [SynthesisSettingName("Number of variations per Item")] |
| 41 | + [SynthesisTooltip("This determines how many different versions\n" + |
| 42 | + "of the same Weapon you can find.")] |
| 43 | + public int VarietyCountPerItem = 50; |
| 44 | + [SynthesisSettingName("Rarity Levels")] |
| 45 | + [SynthesisTooltip("Custom defineable rarity levels")] |
| 46 | + public List<Rarity> Rarities = new List<Rarity>() { |
19 | 47 | new Rarity() { Label= "Magical", NumEnchantments=1, LLEntries=80 },
|
20 | 48 | new Rarity() { Label= "Rare", NumEnchantments=2, LLEntries=13 },
|
21 | 49 | new Rarity() { Label= "Epic", NumEnchantments=3, LLEntries=5 },
|
22 | 50 | new Rarity() { Label= "Legendary", NumEnchantments=4, LLEntries=2 },
|
23 | 51 | };
|
24 |
| - } |
| 52 | + [SynthesisSettingName("Use RNGRarity")] |
| 53 | + [SynthesisTooltip("With this set to true the number of variations\n" + |
| 54 | + "per item will be randomised.")] |
| 55 | + public bool UseRNGRarities = true; |
25 | 56 | }
|
26 | 57 |
|
27 |
| - [System.Serializable] |
28 | 58 | public class Rarity
|
29 | 59 | {
|
| 60 | + [SynthesisSettingName("Rarity Label")] |
30 | 61 | public string Label;
|
| 62 | + [SynthesisSettingName("Number of Enchantments")] |
31 | 63 | public int NumEnchantments;
|
| 64 | + [SynthesisSettingName("Number of LevedList Entries")] |
| 65 | + [SynthesisTooltip("The higher the number the more common it is.")] |
32 | 66 | public int LLEntries;
|
33 | 67 | }
|
34 | 68 | }
|
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