Files
community_bridge/modules/Utility/server/lootTables.lua
T
MrNewb 92f6d42555 0.0.10
Aligned folder names with table names for most parts. Temporarily removed unfinished ox_core compatibility. Added missing tables to init.lua, updated manifest to reflect new folder names, and incremented version number.
2025-01-09 03:55:10 -05:00

68 lines
2.3 KiB
Lua

LootTables = {}
LootTables.RegisterLootTable = function(name, items)
local repackedTable = {}
for k, v in pairs(items) do
table.insert(repackedTable, {
name = k,
min = v.min,
max = v.max,
chance = v.chance,
tier = v.tier,
item = v.item,
metadata = v.metadata
})
end
LootTables[name] = repackedTable
return LootTables[name]
end
LootTables.GetLootTable = function(name)
assert(name, "No Name Passed For Loot Table")
return LootTables[name] or {}
end
LootTables.GetRandomItem = function(name, tier, randomNumber)
assert(name, "No Name Passed For Loot Table")
if tier == nil then tier = 1 end
local lootTable = LootTables[name] or {}
math.randomseed(GetGameTimer())
local chance = randomNumber or math.random(1, 100)
for _, v in pairs(lootTable) do
if v.chance <= chance and tier == v.tier then
return { item = v.item, metadata = v.metadata, count = math.random(v.min, v.max), tier = v.tier, chance = v.chance}
end
end
end
LootTables.GetRandomItems = function(name, tier, randomNumber)
assert(name, "No Name Passed For Loot Table")
if tier == nil then tier = 1 end
local lootTable = LootTables.GetLootTable(name)
math.randomseed(GetGameTimer())
local chance = randomNumber or math.random(1, 100)
local items = {}
for _, v in pairs(lootTable) do
if v.chance <= chance and tier == v.tier then
table.insert(items,{item = v.item, metadata = v.metadata, count = math.random(v.min, v.max), tier = v.tier, chance = v.chance})
end
end
return items
end
LootTables.GetRandomItemsWithLimit = function(name, tier, randomNumber)
assert(name, "No Name Passed For Loot Table")
if tier == nil then tier = 1 end
local lootTable = LootTables.GetLootTable(name)
math.randomseed(GetGameTimer())
local chance = randomNumber or math.random(1, 100)
local items = {}
for k = #lootTable, 1, -1 do
local v = lootTable[k]
if chance <= v.chance and tier == v.tier then
table.insert(items, {v.item, v.metadata, math.random(v.min, v.max), v.tier, v.chance})
table.remove(lootTable, k)
end
end
return items
end