level.LootGen
level.LootGen
Fields
| Name | Type | |
|---|---|---|
user | User | |
maps | hl.types.ArrayObj | |
rooms | hl.types.ArrayObj | |
platforms | hl.types.ArrayObj | |
lInfos | Virtual[baseLootLevel, biome, bonusTripleScrollAfterBC, cellBonus, dlc, doubleUps, eliteRoomChance, eliteWanderChance, flagsProps, group, icon, id, index, loreDescriptions, mapDepth, minGold, mobDensity, mobs, name, nextLevels, parallax, props, quarterUpsBC3, quarterUpsBC4, specificLoots, specificSubBiome, transitionTo, tripleUps, worldDepth] | |
baseSeed | I32 | |
rseed | libs.Rand | |
tierDistrib | tool.TierDistribution | |
hero | en.Hero | |
itemGen | level.ItemGen | |
hasExplorationBonusIncentive | Bool | |
brutalityPool | tool.ItemPool | |
finessePool | tool.ItemPool | |
survivalPool | tool.ItemPool | |
activePool | tool.ItemPool | |
activeGroups | hl.types.ArrayBytes_Int | |
weaponPool | tool.ItemPool | |
weaponGroups | hl.types.ArrayBytes_Int | |
talismanPool | tool.ItemPool | |
allGems | libs.RandList | |
allCells | hl.types.ArrayObj | |
regLoots | hl.types.ArrayObj | |
occupiedCells | haxe.ds.ObjectMap | |
occupiedRooms | haxe.ds.ObjectMap | |
hiddenBlockSpots | hl.types.ArrayObj | |
lootLevel | I32 | |
mobTier | I32 | |
shops | hl.types.ArrayObj | |
mobs | hl.types.ArrayObj | |
armory | Bool | |
lFlags | I32 | |
isBank | Bool | |
isBankTransition | Bool | |
legendItems | libs.RandList | |
| static | LAST_LOG | hl.types.ArrayObj |
| static | trueFoodKinds | hl.types.ArrayObj |
| static | getSmallHealingKind | Fun |
| static | isDualWeapon | Fun |
| static | getLargeHealingKind | Fun |
Protos
f@19118getLevelInfos(level.LootGen) → Virtual[baseLootLevel, biome, bonusTripleScrollAfterBC, cellBonus, dlc, doubleUps, eliteRoomChance, eliteWanderChance, flagsProps, group, icon, id, index, loreDescriptions, mapDepth, minGold, mobDensity, mobs, name, nextLevels, parallax, props, quarterUpsBC3, quarterUpsBC4, specificLoots, specificSubBiome, transitionTo, tripleUps, worldDepth]f@19119isUnique(level.LootGen, tool.InventItem) → Boolf@19120dropInScore(level.LootGen, Virtual[ambiantDesc, castCD, cellCost, commonProps, dlc, droppable, gameplayDesc, group, icon, id, legendAffixes, moneyCost, name, props, synergy, tags, tier1, tier2]) → Boolf@19121prepareLootGenForBank(level.LootGen) → Voidf@19122initItemPool(level.LootGen, Fun, Ref) → tool.ItemPoolf@19123initPools(level.LootGen) → Voidf@19124canPlaceHiddenWallBlock(level.LootGen, level.Platform, I32) → Boolf@19125initHiddenBlocks(level.LootGen) → Voidf@19126initDoubleUps(level.LootGen) → hl.types.ArrayObjf@19127initUps(level.LootGen) → hl.types.ArrayObjf@19128generateEliteLoot(level.LootGen, hl.types.ArrayObj) → Voidf@19129generateBossLoot(level.LootGen, Virtual[m, r]) → Voidf@19130generateLootOnMobs(level.LootGen) → Voidf@19131addBlueprintOnBoss(level.LootGen, hl.types.ArrayObj) → Voidf@19132addBlueprintOnMobs(level.LootGen, Virtual[toString, set, remove, keys, iterator, get, exists], Fun) → Voidf@19133pushBlueprintInLists(level.LootGen, Virtual[m, r], String) → Voidf@19134addLevelDesignedLootOnMobs(level.LootGen) → Voidf@19135generate(level.LootGen) → Voidf@19136fillRoomLootsWithCursedChestContent(level.LootGen, level.Room) → Voidf@19137fillSpecificLoreRoomTemplateWithLoots(level.LootGen, level.Room) → Voidf@19138fillMandatoryLootsInLoreRooms(level.LootGen, level.Room) → Voidf@19139fillRoomLootsWithTreasureChestContent(level.LootGen, level.Room, hl.types.ArrayObj) → Voidf@19140upgradeAndRerollItem(level.LootGen, tool.InventItem, I32, Ref) → Voidf@19141initMoneyDoor(level.LootGen, level.Room, tool.InventItem, F64, I32, Null) → F64f@19142getFirstFreeItemDataIn(level.LootGen, level.Room) → tool.InventItemf@19143pickHealing(level.LootGen, I32, I32, Bool) → tool.InventItemf@19144isTrapRoom(level.LootGen, level.LevelMap, I32, I32) → Boolf@19145getNewRandItemInGroup(level.LootGen, tool.InventItem, String) → tool.InventItemf@19146updateGlassNinjaItem(level.LootGen, tool.InventItem, String) → tool.InventItemf@19147customStartEquipment(level.LootGen, String, I32, tool.InventItem) → tool.InventItemf@19148addGoldChestIn(level.LootGen, level.Room, I32) → Boolf@19149addItemInHiddenBlockInRoom(level.LootGen, tool.InventItem, level.Room) → Boolf@19150addItemInHiddenBlock(level.LootGen, tool.InventItem, hl.types.ArrayObj) → level.Roomf@19151addItemInHiddenBlockAt(level.LootGen, level.LevelMap, tool.InventItem, I32, I32) → Voidf@19152addBlueprintAt(level.LootGen, level.LevelMap, I32, I32, String, Bool, Bool) → Voidf@19153hasItemAt(level.LootGen, level.Room, I32, I32) → Boolf@19154addFreeItemAt(level.LootGen, level.Room, I32, I32, tool.InventItem, Null) → Voidf@19155addFreeItemIn(level.LootGen, level.Room, tool.InventItem) → Boolf@19156pickLootPointIn(level.LootGen, level.Room) → tool.CPointf@19157_registerCells(level.LootGen, Null, String) → Voidf@19158finalizeLegendaryItem(level.LootGen, tool.InventItem, Null, Ref, level.Room, hl.types.ArrayObj) → tool.InventItemf@19159finalizeItem(level.LootGen, tool.InventItem, Null, Ref, level.Room, hl.types.ArrayObj) → tool.InventItemf@19160pickAny(level.LootGen, I32, I32, I32, Ref) → tool.InventItemf@19161createGemPack(level.LootGen, I32, I32) → Virtual[gems, realVal]f@19162_pickGemForPack(level.LootGen, I32) → tool.InventItemf@19163randomSpread(level.LootGen, I32, I32, libs.Rand) → hl.types.ArrayBytes_Intf@19164initAllGems(level.LootGen) → Voidf@19165addGemToMob(level.LootGen, Virtual[m, r], String) → tool.InventItemf@19166specificGemOnMobs(level.LootGen) → I32f@19167randomGemOnMobs(level.LootGen) → I32f@19168rareCursedGemOnMobs(level.LootGen) → Voidf@19169addLegendaryGems(level.LootGen) → Voidf@19170generateMoneyDoor(level.LootGen) → F64f@19171getMinimumGoldAmount(level.LootGen) → I32f@19172getLDPlacedGemsValue(level.LootGen) → I32f@19173generateHiddenGems(level.LootGen, String) → Voidf@19174initBossLevelGold(level.LootGen) → Voidf@19175initGold(level.LootGen, hl.types.ArrayObj) → Voidf@19176initLegendayPool(level.LootGen) → Voidf@19177createLegendaryItem(level.LootGen, Null) → tool.InventItemf@19178generateLegendaries(level.LootGen) → Voidf@19179_addToShop(level.LootGen, hl.types.ArrayObj, tool.InventItem, String, Null) → Voidf@19180makeGearShop(level.LootGen, tool.ItemPool, Bool, I32, hl.types.ArrayObj, hl.types.ArrayBytes_Int) → Voidf@19181getRandomItemFromGroups(level.LootGen, tool.ItemPool, hl.types.ArrayBytes_Int, I32, hl.types.ArrayObj, String) → tool.InventItemf@19182makeKitchenShop(level.LootGen, hl.types.ArrayObj) → Voidf@19183finalizeShop(level.LootGen, level.MerchantType, hl.types.ArrayObj, level.Room, Ref) → Void
Bindings
- static
f@19194__constructor__(level.LootGen, User, hl.types.ArrayObj, I32, tool.TierDistribution, en.Hero, Ref, Ref) → Void - static
f@19193getLargeHealingKind() → String - static
f@19192isDualWeapon(Virtual[ambiantDesc, castCD, cellCost, commonProps, dlc, droppable, gameplayDesc, group, icon, id, legendAffixes, moneyCost, name, props, synergy, tags, tier1, tier2]) → Bool - static
f@19191getSmallHealingKind() → String