Exemple #1
0
void cWitch::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
	int LootingLevel = 0;
	if (a_Killer != nullptr)
	{
		LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
	}
	MTRand r1;
	int DropTypeCount = (r1.randInt() % 3) + 1;
	for (int i = 0; i < DropTypeCount; i++)
	{
		int DropType = r1.randInt() % 7;
		switch (DropType)
		{
			case 0: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_GLASS_BOTTLE); break;
			case 1: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_GLOWSTONE_DUST); break;
			case 2: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_GUNPOWDER); break;
			case 3: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_REDSTONE_DUST); break;
			case 4: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_SPIDER_EYE); break;
			case 5: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_STICK); break;
			case 6: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_SUGAR); break;
		}
	}
	AddRandomWeaponDropItem(a_Drops, LootingLevel);
}
Exemple #2
0
void cZombiePigman::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
	int LootingLevel = 0;
	if (a_Killer != NULL)
	{
		LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
	}
	AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_ROTTEN_FLESH);
	AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_GOLD_NUGGET);
	
	cItems RareDrops;
	RareDrops.Add(cItem(E_ITEM_GOLD));
	AddRandomRareDropItem(a_Drops, RareDrops, LootingLevel);
	AddRandomArmorDropItem(a_Drops, LootingLevel);
	AddRandomWeaponDropItem(a_Drops, LootingLevel);
}
Exemple #3
0
void cZombie::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
	unsigned int LootingLevel = 0;
	if (a_Killer != nullptr)
	{
		LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
	}
	AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_ROTTEN_FLESH);
	cItems RareDrops;
	RareDrops.Add(cItem(E_ITEM_IRON));
	RareDrops.Add(cItem(E_ITEM_CARROT));
	RareDrops.Add(cItem(E_ITEM_POTATO));
	AddRandomRareDropItem(a_Drops, RareDrops, LootingLevel);
	AddRandomArmorDropItem(a_Drops, LootingLevel);
	AddRandomWeaponDropItem(a_Drops, LootingLevel);
}
Exemple #4
0
void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
	int LootingLevel = 0;
	if (a_Killer != NULL)
	{
		LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
	}
	if (IsWither())
	{
		AddRandomUncommonDropItem(a_Drops, 33.0f, E_ITEM_COAL);
		cItems RareDrops;
		RareDrops.Add(cItem(E_ITEM_HEAD, 1, 1));
		AddRandomRareDropItem(a_Drops, RareDrops, LootingLevel);
	}
	else
	{
		AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_ARROW);
		
	}
	AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_BONE);
	AddRandomArmorDropItem(a_Drops, LootingLevel);
	AddRandomWeaponDropItem(a_Drops, LootingLevel);
}