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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​

bool

CalcEachCount​

Whether each of the count is rolled separately.

public bool CalcEachCount { get; set; }

Property Value​

bool

ChanceNone​

The chance, in percent, that the list gives nothing.

public byte ChanceNone { get; set; }

Property Value​

byte

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​

int

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​

bool

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​

LeveledListTemplateMixin

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

  • Properties
    • CalcAllLevels
    • CalcEachCount
    • ChanceNone
    • CreatureTemplate
    • EntriesCount
    • Id
  • Methods
    • AddEntries(in LeveledListItem)
    • ClearEntries()
    • ContainsEntries(in LeveledListItem)
    • GetEntries()
    • GetEntries(int)
    • InsertEntries(int, in LeveledListItem)
    • Keep()
    • RemoveAtEntries(int)
    • SetEntries(in NativeList<LeveledListItem>)
    • SetEntries(int, in LeveledListItem)