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
#* 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)
 
#* calls BaseCreature.cs GenerateLoot()
# MOBILE.cs public override void GenerateLoot() adds lootpacks
#** MOBILE.cs public override void GenerateLoot() adds lootpacks

Revision as of 00:24, 3 January 2024


Loot Generation Order

  1. BaseCreature.cs, OnBeforeDeath()
    • calls GenerateLoot(false)
  1. 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)
    • calls BaseCreature.cs GenerateLoot()
      • MOBILE.cs public override void GenerateLoot() adds lootpacks