ServUO Loot Generation: Difference between revisions

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= Loot Generation Order =
= Loot Generation Order =
# BaseCreature.cs, OnBeforeDeath() calls GenerateLoot(false)
# BaseCreature.cs, OnBeforeDeath()
#* calls GenerateLoot(false)
# BaseCreature.cs, GenerateLoot(bool spawning)
# BaseCreature.cs, GenerateLoot(bool spawning)
#* If !spawning then m_KillersLuck = killer/highest-damage-dealers luck
#* If !spawning then m_KillersLuck = killer/highest-damage-dealers luck
#* if m_Paragon then add extra AddLoot() based on fame (From Meager to UltraRich)
#* if m_Paragon then add extra AddLoot() based on fame (From Meager to UltraRich)
# MOBILE.cs public override void GenerateLoot() adds lootpacks
# MOBILE.cs public override void GenerateLoot() adds lootpacks

Revision as of 00:23, 3 January 2024


Loot Generation Order

  1. BaseCreature.cs, OnBeforeDeath()
    • calls GenerateLoot(false)
  2. BaseCreature.cs, GenerateLoot(bool spawning)
    • If !spawning then m_KillersLuck = killer/highest-damage-dealers luck
    • if m_Paragon then add extra AddLoot() based on fame (From Meager to UltraRich)
  1. MOBILE.cs public override void GenerateLoot() adds lootpacks