Change Emperor Code functionality.

This commit is contained in:
Ottermandias 2023-07-15 15:00:27 +02:00
parent fa4a426b79
commit 4b7eba793f

View file

@ -72,20 +72,20 @@ public unsafe class FunModule
if (!_codes.EnabledEmperor)
return;
if (armors.Length == 1)
void SetItem(EquipSlot slot2, ref CharacterArmor armor)
{
ref var piece = ref armors[0];
piece.Variant = 1;
piece.Set = (SetId)(slot.IsAccessory() ? 53 : 279);
return;
var list = _items.ItemService.AwaitedService[slot2.ToEquipType()];
var rng = _rng.Next(0, list.Count - 1);
var item = list[rng];
armor.Set = item.ModelId;
armor.Variant = item.Variant;
}
for (var i = 0; i < armors.Length; ++i)
{
ref var piece = ref armors[i];
piece.Variant = 1;
piece.Set = (SetId)(i < 5 ? 279 : 53);
}
if (armors.Length == 1)
SetItem(slot, ref armors[0]);
else
for (var i = 0u; i < armors.Length; ++i)
SetItem(i.ToEquipSlot(), ref armors[(int)i]);
}
public void ApplyOops(ref Customize customize)