ServUO Loot Generation: Difference between revisions
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#* If !spawning then m_KillersLuck = killer/highest-damage-dealers luck | #* If !spawning then m_KillersLuck = killer/highest-damage-dealers luck | ||
#* calls BaseCreature.cs GenerateLoot() | #* calls BaseCreature.cs GenerateLoot() | ||
#** MOBILE.cs public override void GenerateLoot() | #** MOBILE.cs has public override void GenerateLoot() which will AddLoot() all LootPack | ||
#* if m_Paragon then add extra AddLoot() based on fame ( | #* if m_Paragon (mobile is paragon) then add extra AddLoot() based on fame (from Meager to UltraRich) | ||
Revision as of 00:26, 3 January 2024
Loot Generation Order
- BaseCreature.cs, OnBeforeDeath()
- calls GenerateLoot(false)
- BaseCreature.cs, GenerateLoot(bool spawning)
- If !spawning then m_KillersLuck = killer/highest-damage-dealers luck
- calls BaseCreature.cs GenerateLoot()
- MOBILE.cs has public override void GenerateLoot() which will AddLoot() all LootPack
- if m_Paragon (mobile is paragon) then add extra AddLoot() based on fame (from Meager to UltraRich)