ServUO Loot Generation: Difference between revisions
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= Loot Generation Order = | = Loot Generation Order = | ||
# BaseCreature.cs, OnBeforeDeath() | # BaseCreature.cs, OnBeforeDeath(Mobile from, ref int totalDamage, DamageType type) | ||
#* calls GenerateLoot(false) | #* calls GenerateLoot(false) | ||
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#** MOBILE.cs has public override void GenerateLoot() which will AddLoot() all LootPack | #** 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) | #* if m_Paragon (mobile is paragon) then add extra AddLoot() based on fame (from Meager to UltraRich) | ||
* BaseCreature.cs AddLoot(LootPack pack) | |||
Revision as of 00:28, 3 January 2024
Loot Generation Order
- BaseCreature.cs, OnBeforeDeath(Mobile from, ref int totalDamage, DamageType type)
- 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)
- BaseCreature.cs AddLoot(LootPack pack)