It's not much of a "release":p but i noticed that some sources don't have it, so, here goes.
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Under that, add:
Thats it, you guys should know how to change the drop rates. If not, too bad :p. Build the solution and you're done.
P.S. i added NTGs just for fun ^^
This is my VERY FIRST release :D even if it is pretty basic coding.
You know the drill :p PRESS THANKS IF I HELPED YOU OUT
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Code:
if ((Other.ChanceSuccess(1.5)) || (BossMob && Other.ChanceSuccess(20)))// Dragonball Drop rate
{
string Item = "1088000-0-0-0-0-0";
Code:
//created by Exia13
if ((Other.ChanceSuccess(2)) || (BossMob && Other.ChanceSuccess(20)))// NPG
{
string Item = "700001-0-0-0-0-0";
DroppedItem item = DroppedItems.DropItem(Item, (uint)(PosX - General.Rand.Next(4) + General.Rand.Next(4)), (uint)(PosY - General.Rand.Next(4) + General.Rand.Next(4)), (uint)Map, MoneyDrops);
World.ItemDrops(item);
}
if ((Other.ChanceSuccess(2)) || (BossMob && Other.ChanceSuccess(20)))// NDG
{
string Item = "700011-0-0-0-0-0";
DroppedItem item = DroppedItems.DropItem(Item, (uint)(PosX - General.Rand.Next(4) + General.Rand.Next(4)), (uint)(PosY - General.Rand.Next(4) + General.Rand.Next(4)), (uint)Map, MoneyDrops);
World.ItemDrops(item);
}
if ((Other.ChanceSuccess(2)) || (BossMob && Other.ChanceSuccess(20)))// NRG
{
string Item = "700031-0-0-0-0-0";
DroppedItem item = DroppedItems.DropItem(Item, (uint)(PosX - General.Rand.Next(4) + General.Rand.Next(4)), (uint)(PosY - General.Rand.Next(4) + General.Rand.Next(4)), (uint)Map, MoneyDrops);
World.ItemDrops(item);
}
if ((Other.ChanceSuccess(1)) || (BossMob && Other.ChanceSuccess(20)))// NTG
{
string Item = "700071-0-0-0-0-0";
DroppedItem item = DroppedItems.DropItem(Item, (uint)(PosX - General.Rand.Next(4) + General.Rand.Next(4)), (uint)(PosY - General.Rand.Next(4) + General.Rand.Next(4)), (uint)Map, MoneyDrops);
World.ItemDrops(item);
}
//created by Exia13
P.S. i added NTGs just for fun ^^
This is my VERY FIRST release :D even if it is pretty basic coding.
You know the drill :p PRESS THANKS IF I HELPED YOU OUT