Struct LeveledListTemplateMixin
Namespace: OblivionMp.Sdk.Common.Archetypes.Mixins
Assembly: OblivionMp.Sdk.Common.dll
A leveled list from the game files.
[ArchetypeMixin]
public readonly struct LeveledListTemplateMixin : IArchetypeMixin, IArchetypeQueryable, IEntityShape
Implements
IArchetypeMixin, IArchetypeQueryable, IEntityShape
Inherited Members
object.GetType(), object.ToString(), object.Equals(object?), object.Equals(object?, object?), object.ReferenceEquals(object?, object?), object.GetHashCode()
Properties
CalcAllLevels
Whether to pick from every entry up to the level rather than only the nearest level.
public bool CalcAllLevels { get; set; }
Property Value
CalcEachCount
Whether each of the count is rolled separately.
public bool CalcEachCount { get; set; }
Property Value
ChanceNone
The chance, in percent, that the list gives nothing.
public byte ChanceNone { get; set; }
Property Value
CreatureTemplate
The creature template the list names in the game files.
public FormId CreatureTemplate { get; set; }
Property Value
FormId
EntriesCount
public int EntriesCount { get; }
Property Value
Id
The leveled list's form id.
public FormId Id { get; set; }
Property Value
FormId
Methods
AddEntries(in LeveledListItem)
[Changes("LeveledListTemplateMixin.Field.Entries")]
public void AddEntries(in LeveledListItem value)
Parameters
value LeveledListItem
ClearEntries()
[Changes("LeveledListTemplateMixin.Field.Entries")]
public void ClearEntries()
ContainsEntries(in LeveledListItem)
public bool ContainsEntries(in LeveledListItem value)
Parameters
value LeveledListItem
Returns
GetEntries()
public NativeList<LeveledListItem>.ReadOnly GetEntries()
Returns
NativeList<LeveledListItem>.ReadOnly
GetEntries(int)
public LeveledListItem GetEntries(int index)
Parameters
index int
Returns
LeveledListItem
InsertEntries(int, in LeveledListItem)
[Changes("LeveledListTemplateMixin.Field.Entries")]
public void InsertEntries(int index, in LeveledListItem value)
Parameters
index int
value LeveledListItem
Keep()
This entity, which it already is: a loop over this shape hands over the shape itself.
public LeveledListTemplateMixin Keep()
Returns
Remarks
Here so taking something out of a loop reads the same whichever way the loop walks. Whether a shape is walked by chunk follows from what it includes, which the call site cannot see and which changes when an include does.
RemoveAtEntries(int)
[Changes("LeveledListTemplateMixin.Field.Entries")]
public LeveledListItem RemoveAtEntries(int index)
Parameters
index int
Returns
LeveledListItem
SetEntries(in NativeList<LeveledListItem>)
[Changes("LeveledListTemplateMixin.Field.Entries")]
public void SetEntries(in NativeList<LeveledListItem> value)
Parameters
value NativeList<LeveledListItem>
SetEntries(int, in LeveledListItem)
[Changes("LeveledListTemplateMixin.Field.Entries")]
public void SetEntries(int index, in LeveledListItem value)
Parameters
index int
value LeveledListItem