ServUO Loot Generation: Difference between revisions
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= Loot Generation Order = | = Loot Generation Order = | ||
# BaseCreature.cs, OnBeforeDeath( | # BaseCreature.cs, OnBeforeDeath() | ||
#* calls GenerateLoot(false) | #* calls GenerateLoot(false) | ||
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#* 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) | |||
#* calls LootPack.cs pack.Generate(this, backpack, m_spawning, m_KillersLuck) | |||
# LootPack.cs, Generate (Mobile from, Container cont, bool spawning, int luckChance) | |||
Revision as of 22:45, 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 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)
- calls LootPack.cs pack.Generate(this, backpack, m_spawning, m_KillersLuck)
- LootPack.cs, Generate (Mobile from, Container cont, bool spawning, int luckChance)