ServUO Loot Generation
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)
- for each item (LootPackEntry) in the LootPack check if we should create the item. If Items spawn chance * 100 > random(10000 ) create item
- If random failed to create, do another check against players luck
- If random succeeds to create, call LootPackEntry.Construct (from, luckchance, spawning)
- for each item (LootPackEntry) in the LootPack check if we should create the item. If Items spawn chance * 100 > random(10000 ) create item