ServUO Loot Generation: Difference between revisions
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# 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 | ||
#* calls BaseCreature.cs GenerateLoot() | #* calls BaseCreature.cs GenerateLoot() | ||
#** MOBILE.cs public override void GenerateLoot() adds lootpacks | #** MOBILE.cs public override void GenerateLoot() adds lootpacks | ||
#* if m_Paragon then add extra AddLoot() based on fame (From Meager to UltraRich) | |||
Revision as of 00:24, 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 public override void GenerateLoot() adds lootpacks
- if m_Paragon then add extra AddLoot() based on fame (From Meager to UltraRich)