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level.LootGen

level.LootGen

Fields

NameType
userUser
mapshl.types.ArrayObj
roomshl.types.ArrayObj
platformshl.types.ArrayObj
lInfosVirtual[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]
baseSeedI32
rseedlibs.Rand
tierDistribtool.TierDistribution
heroen.Hero
itemGenlevel.ItemGen
hasExplorationBonusIncentiveBool
brutalityPooltool.ItemPool
finessePooltool.ItemPool
survivalPooltool.ItemPool
activePooltool.ItemPool
activeGroupshl.types.ArrayBytes_Int
weaponPooltool.ItemPool
weaponGroupshl.types.ArrayBytes_Int
talismanPooltool.ItemPool
allGemslibs.RandList
allCellshl.types.ArrayObj
regLootshl.types.ArrayObj
occupiedCellshaxe.ds.ObjectMap
occupiedRoomshaxe.ds.ObjectMap
hiddenBlockSpotshl.types.ArrayObj
lootLevelI32
mobTierI32
shopshl.types.ArrayObj
mobshl.types.ArrayObj
armoryBool
lFlagsI32
isBankBool
isBankTransitionBool
legendItemslibs.RandList
staticLAST_LOGhl.types.ArrayObj
statictrueFoodKindshl.types.ArrayObj
staticgetSmallHealingKindFun
staticisDualWeaponFun
staticgetLargeHealingKindFun

Protos

  • f@19118 getLevelInfos(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@19119 isUnique(level.LootGen, tool.InventItem) → Bool
  • f@19120 dropInScore(level.LootGen, Virtual[ambiantDesc, castCD, cellCost, commonProps, dlc, droppable, gameplayDesc, group, icon, id, legendAffixes, moneyCost, name, props, synergy, tags, tier1, tier2]) → Bool
  • f@19121 prepareLootGenForBank(level.LootGen) → Void
  • f@19122 initItemPool(level.LootGen, Fun, Ref) → tool.ItemPool
  • f@19123 initPools(level.LootGen) → Void
  • f@19124 canPlaceHiddenWallBlock(level.LootGen, level.Platform, I32) → Bool
  • f@19125 initHiddenBlocks(level.LootGen) → Void
  • f@19126 initDoubleUps(level.LootGen) → hl.types.ArrayObj
  • f@19127 initUps(level.LootGen) → hl.types.ArrayObj
  • f@19128 generateEliteLoot(level.LootGen, hl.types.ArrayObj) → Void
  • f@19129 generateBossLoot(level.LootGen, Virtual[m, r]) → Void
  • f@19130 generateLootOnMobs(level.LootGen) → Void
  • f@19131 addBlueprintOnBoss(level.LootGen, hl.types.ArrayObj) → Void
  • f@19132 addBlueprintOnMobs(level.LootGen, Virtual[toString, set, remove, keys, iterator, get, exists], Fun) → Void
  • f@19133 pushBlueprintInLists(level.LootGen, Virtual[m, r], String) → Void
  • f@19134 addLevelDesignedLootOnMobs(level.LootGen) → Void
  • f@19135 generate(level.LootGen) → Void
  • f@19136 fillRoomLootsWithCursedChestContent(level.LootGen, level.Room) → Void
  • f@19137 fillSpecificLoreRoomTemplateWithLoots(level.LootGen, level.Room) → Void
  • f@19138 fillMandatoryLootsInLoreRooms(level.LootGen, level.Room) → Void
  • f@19139 fillRoomLootsWithTreasureChestContent(level.LootGen, level.Room, hl.types.ArrayObj) → Void
  • f@19140 upgradeAndRerollItem(level.LootGen, tool.InventItem, I32, Ref) → Void
  • f@19141 initMoneyDoor(level.LootGen, level.Room, tool.InventItem, F64, I32, Null) → F64
  • f@19142 getFirstFreeItemDataIn(level.LootGen, level.Room) → tool.InventItem
  • f@19143 pickHealing(level.LootGen, I32, I32, Bool) → tool.InventItem
  • f@19144 isTrapRoom(level.LootGen, level.LevelMap, I32, I32) → Bool
  • f@19145 getNewRandItemInGroup(level.LootGen, tool.InventItem, String) → tool.InventItem
  • f@19146 updateGlassNinjaItem(level.LootGen, tool.InventItem, String) → tool.InventItem
  • f@19147 customStartEquipment(level.LootGen, String, I32, tool.InventItem) → tool.InventItem
  • f@19148 addGoldChestIn(level.LootGen, level.Room, I32) → Bool
  • f@19149 addItemInHiddenBlockInRoom(level.LootGen, tool.InventItem, level.Room) → Bool
  • f@19150 addItemInHiddenBlock(level.LootGen, tool.InventItem, hl.types.ArrayObj) → level.Room
  • f@19151 addItemInHiddenBlockAt(level.LootGen, level.LevelMap, tool.InventItem, I32, I32) → Void
  • f@19152 addBlueprintAt(level.LootGen, level.LevelMap, I32, I32, String, Bool, Bool) → Void
  • f@19153 hasItemAt(level.LootGen, level.Room, I32, I32) → Bool
  • f@19154 addFreeItemAt(level.LootGen, level.Room, I32, I32, tool.InventItem, Null) → Void
  • f@19155 addFreeItemIn(level.LootGen, level.Room, tool.InventItem) → Bool
  • f@19156 pickLootPointIn(level.LootGen, level.Room) → tool.CPoint
  • f@19157 _registerCells(level.LootGen, Null, String) → Void
  • f@19158 finalizeLegendaryItem(level.LootGen, tool.InventItem, Null, Ref, level.Room, hl.types.ArrayObj) → tool.InventItem
  • f@19159 finalizeItem(level.LootGen, tool.InventItem, Null, Ref, level.Room, hl.types.ArrayObj) → tool.InventItem
  • f@19160 pickAny(level.LootGen, I32, I32, I32, Ref) → tool.InventItem
  • f@19161 createGemPack(level.LootGen, I32, I32) → Virtual[gems, realVal]
  • f@19162 _pickGemForPack(level.LootGen, I32) → tool.InventItem
  • f@19163 randomSpread(level.LootGen, I32, I32, libs.Rand) → hl.types.ArrayBytes_Int
  • f@19164 initAllGems(level.LootGen) → Void
  • f@19165 addGemToMob(level.LootGen, Virtual[m, r], String) → tool.InventItem
  • f@19166 specificGemOnMobs(level.LootGen) → I32
  • f@19167 randomGemOnMobs(level.LootGen) → I32
  • f@19168 rareCursedGemOnMobs(level.LootGen) → Void
  • f@19169 addLegendaryGems(level.LootGen) → Void
  • f@19170 generateMoneyDoor(level.LootGen) → F64
  • f@19171 getMinimumGoldAmount(level.LootGen) → I32
  • f@19172 getLDPlacedGemsValue(level.LootGen) → I32
  • f@19173 generateHiddenGems(level.LootGen, String) → Void
  • f@19174 initBossLevelGold(level.LootGen) → Void
  • f@19175 initGold(level.LootGen, hl.types.ArrayObj) → Void
  • f@19176 initLegendayPool(level.LootGen) → Void
  • f@19177 createLegendaryItem(level.LootGen, Null) → tool.InventItem
  • f@19178 generateLegendaries(level.LootGen) → Void
  • f@19179 _addToShop(level.LootGen, hl.types.ArrayObj, tool.InventItem, String, Null) → Void
  • f@19180 makeGearShop(level.LootGen, tool.ItemPool, Bool, I32, hl.types.ArrayObj, hl.types.ArrayBytes_Int) → Void
  • f@19181 getRandomItemFromGroups(level.LootGen, tool.ItemPool, hl.types.ArrayBytes_Int, I32, hl.types.ArrayObj, String) → tool.InventItem
  • f@19182 makeKitchenShop(level.LootGen, hl.types.ArrayObj) → Void
  • f@19183 finalizeShop(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@19193 getLargeHealingKind() → String
  • static f@19192 isDualWeapon(Virtual[ambiantDesc, castCD, cellCost, commonProps, dlc, droppable, gameplayDesc, group, icon, id, legendAffixes, moneyCost, name, props, synergy, tags, tier1, tier2]) → Bool
  • static f@19191 getSmallHealingKind() → String