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

  1. BaseCreature.cs, OnBeforeDeath(Mobile from, ref int totalDamage, DamageType type)
    • calls GenerateLoot(false)
  1. 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)