Evaluate weighted loot rolls from a Drop Table asset and claim the results.
Drop Tables are a special Asset Complexity configured in the console. Each table is divided into drop groups with a weighting (or guaranteed Force Select), a min/max drop count, and a list of tagged assets. Evaluate the table to receive a proposed drop list, then pick/claim them to grant them to the player's inventory. Tags allow loot to vary by player context (e.g., faction or class).
See the LootLocker documentation.
◆ ComputeAndLockDropTable() [1/2]
| static void LootLocker.Requests.LootLockerSDKManager.ComputeAndLockDropTable |
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int |
tableInstanceId, |
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Action< LootLockerComputeAndLockDropTableResponse > |
onComplete, |
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bool |
AddAssetDetails = false, |
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string |
tag = "", |
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string |
forPlayerWithUlid = null |
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) |
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inlinestatic |
Lock a drop table and return information about the assets that were computed.
- Parameters
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| tableInstanceId | Asset instance ID of the drop table to compute |
| onComplete | onComplete Action for handling the response of type LootLockerComputeAndLockDropTableResponse |
| AddAssetDetails | Optional:If true, return additional information about the asset |
| tag | Optional:Specific tag to use |
| forPlayerWithUlid | Optional : Execute the request for the specified player. If not supplied, the default player will be used. |
◆ ComputeAndLockDropTable() [2/2]
| static void LootLocker.Requests.LootLockerSDKManager.ComputeAndLockDropTable |
( |
int |
tableInstanceId, |
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bool |
AddAssetDetails, |
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string |
tag, |
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Action< LootLockerComputeAndLockDropTableResponse > |
onComplete, |
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string |
forPlayerWithUlid = null |
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) |
| |
|
inlinestatic |
Lock a drop table and return information about the assets that were computed.
- Parameters
-
| tableInstanceId | Asset instance ID of the drop table to compute |
| AddAssetDetails | If true, return additional information about the asset |
| tag | Specific tag to use |
| onComplete | onComplete Action for handling the response of type LootLockerComputeAndLockDropTableResponse |
| forPlayerWithUlid | Optional : Execute the request for the specified player. If not supplied, the default player will be used. |
◆ PickDropsFromDropTable()
| static void LootLocker.Requests.LootLockerSDKManager.PickDropsFromDropTable |
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int[] |
picks, |
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int |
tableInstanceId, |
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Action< LootLockerPickDropsFromDropTableResponse > |
onComplete, |
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string |
forPlayerWithUlid = null |
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) |
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inlinestatic |
Send a list of id's from a ComputeAndLockDropTable()-call to grant the assets to the player.
- Parameters
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| picks | A list of the ID's of the picks to choose |
| tableInstanceId | Asset instance ID of the drop table to pick from |
| onComplete | onComplete Action for handling the response of type LootLockerPickDropsFromDropTableResponse |
| forPlayerWithUlid | Optional : Execute the request for the specified player. If not supplied, the default player will be used. |
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| static void | LootLocker.Requests.LootLockerSDKManager.ComputeAndLockDropTable (int tableInstanceId, Action< LootLockerComputeAndLockDropTableResponse > onComplete, bool AddAssetDetails=false, string tag="", string forPlayerWithUlid=null) |
| | Lock a drop table and return information about the assets that were computed.
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| |
| static void | LootLocker.Requests.LootLockerSDKManager.ComputeAndLockDropTable (int tableInstanceId, bool AddAssetDetails, string tag, Action< LootLockerComputeAndLockDropTableResponse > onComplete, string forPlayerWithUlid=null) |
| | Lock a drop table and return information about the assets that were computed.
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| static void | LootLocker.Requests.LootLockerSDKManager.PickDropsFromDropTable (int[] picks, int tableInstanceId, Action< LootLockerPickDropsFromDropTableResponse > onComplete, string forPlayerWithUlid=null) |
| | Send a list of id's from a ComputeAndLockDropTable()-call to grant the assets to the player.
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