private List<Item> CreateItems(string presentname)
{
List<Item> x = new List<Item>();
int itemCount = 0;
switch (presentname)
{
case "xmas.present.small":
{
if (sureItemsWillAlwaysSpawn)
foreach (var entry in CheckFor100Items(smallList))
{
x.Add(entry);
itemCount++;
}
int maxItemAmount = Mathf.RoundToInt(UnityEngine.Random.Range(Convert.ToSingle(smallMinItems), Convert.ToSingle(smallMaxItems)));
while (itemCount < maxItemAmount)
{
Item item = TryMakeItem(smallList);
if (item == null)
continue;
x.Add(item);
itemCount++;
}
return x;
}
case "xmas.present.medium":
{
if (sureItemsWillAlwaysSpawn)
foreach (var entry in CheckFor100Items(mediumList))
{
x.Add(entry);
itemCount++;
}
int maxItemAmount = Mathf.RoundToInt(UnityEngine.Random.Range(Convert.ToSingle(mediumMinItems), Convert.ToSingle(mediumMaxItems)));
while (itemCount < maxItemAmount)
{
Item item = TryMakeItem(mediumList);
if (item == null)
continue;
x.Add(item);
itemCount++;
}
return x;
}
case "xmas.present.large":
{
if (sureItemsWillAlwaysSpawn)
foreach (var entry in CheckFor100Items(largeList))
{
x.Add(entry);
itemCount++;
}
int maxItemAmount = Mathf.RoundToInt(UnityEngine.Random.Range(Convert.ToSingle(largeMinItems), Convert.ToSingle(largeMaxItems)));
while (itemCount < maxItemAmount)
{
Item item = TryMakeItem(largeList);
if (item == null)
continue;
x.Add(item);
itemCount++;
}
return x;
}
case "halloween.lootbag.medium":
{
if (sureItemsWillAlwaysSpawn)
foreach (var entry in CheckFor100Items(mediumListHalloween))
{
x.Add(entry);
itemCount++;
}
int maxItemAmount = Mathf.RoundToInt(UnityEngine.Random.Range(Convert.ToSingle(largeMinItems), Convert.ToSingle(mediumMaxBagsItems)));
while (itemCount < maxItemAmount)
{
Item item = TryMakeItem(mediumListHalloween);
if (item == null)
continue;
x.Add(item);
itemCount++;
}
return x;
}
case "halloween.lootbag.large":
{
if (sureItemsWillAlwaysSpawn)
foreach (var entry in CheckFor100Items(largeListHalloween))
{
x.Add(entry);
itemCount++;
}
int maxItemAmount = Mathf.RoundToInt(UnityEngine.Random.Range(Convert.ToSingle(largeMinItems), Convert.ToSingle(largeMaxBagsItems)));
while (itemCount < maxItemAmount)
{
Item item = TryMakeItem(largeListHalloween);
if (item == null)
continue;
x.Add(item);
itemCount++;
}
return x;
}
case "easter.silveregg":
{
if (sureItemsWillAlwaysSpawn)
foreach (var entry in CheckFor100Items(mediumListEaster))
{
x.Add(entry);
itemCount++;
}
int maxItemAmount = Mathf.RoundToInt(UnityEngine.Random.Range(Convert.ToSingle(largeMinItems), Convert.ToSingle(mediumMaxEggsItems)));
while (itemCount < maxItemAmount)
{
Item item = TryMakeItem(mediumListEaster);
if (item == null)
continue;
x.Add(item);
itemCount++;
}
return x;
}
case "easter.goldegg":
{
if (sureItemsWillAlwaysSpawn)
foreach (var entry in CheckFor100Items(largeListEaster))
{
x.Add(entry);
itemCount++;
}
int maxItemAmount = Mathf.RoundToInt(UnityEngine.Random.Range(Convert.ToSingle(largeMinItems), Convert.ToSingle(largeMaxEggsItems)));
while (itemCount < maxItemAmount)
{
Item item = TryMakeItem(largeListEaster);
if (item == null)
continue;
x.Add(item);
itemCount++;
}
return x;
}
}
return x;
}
Merged postHere is the new CreateItems method - just replace old method in plugin.