Stores the randomized stats from the loot randomizer, it could be used to apply any global special effect which is able to change various properties of the item: cost, mesh, name...
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Public Member Functions |
| RandomizedOverlay () |
| Constructor.
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| ~RandomizedOverlay () |
| Destructor.
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Public Attributes |
bool | active |
| Notifies if this overlay is active and should be applied.
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float | damageStats [PSITEMSTATS_DAMAGETYPE_COUNT] |
| Damage/protection stats changed by the loot modifiers rules.
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ApplicativeScript * | equip_script |
| Equip script for this item overriding the main one from loot modifiers rules.
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csString | icon |
| Overriden icon of this item from the basic one.
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float | latency |
| Latency of the weapon changed by the loot modifiers rules.
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csString | mesh |
| Overriden mesh of this item from the basic one.
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csString | name |
| The name which should be replaced for this randomized item.
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psMoney | price |
| Price calculated from the loot modifiers rules which overlays the basic one.
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csArray< ItemRequirement > | reqs |
| Array of all the stat prerequisites needed to equip this item.
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float | weight |
| Weigth of the item changed by the loot modifier rules.
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Stores the randomized stats from the loot randomizer, it could be used to apply any global special effect which is able to change various properties of the item: cost, mesh, name...
This makes up a 3 levels modification of a single item in order of priority: The first level is the specific instance modifications: like name or descriptions The second level is the specific instance modifications coming from the loot modifiers table (probably should change the names when they will be used also to do changes to crafted items) The third level is the generic item stats. The active boolean variables is mostly an optimization to avoid checking if the overlay has data inside.
Definition at line 171 of file psitem.h.