i just want to ask how do i make the monster drop random equipments not according to there order im having problem on kalgas drops on 130 sets.
MI_KALGASBOSS //Ä®°¡½º
{
Maxitem = 10;
DropGold(99, 143);
DropItem(II_CHP_RED , 15000000, 0, 100);
DropItem(II_ARM_M_LORDK_HELMET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_LORDK_HELMET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_LORDK_SUIT_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_LORDK_SUIT_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_LORDK_GAUNTLET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_LORDK_GAUNTLET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_LORDK_BOOTS_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_LORDK_BOOTS_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_STORMB_HELMET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_STORMB_HELMET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_STORMB_SUIT_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_STORMB_SUIT_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_STORMB_GAUNTLET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_STORMB_GAUNTLET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_STORMB_BOOTS_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_STORMB_BOOTS_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_WINDL_HELMET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_WINDL_HELMET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_WINDL_SUIT_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_WINDL_SUIT_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_WINDL_GAUNTLET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_WINDL_GAUNTLET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_WINDL_BOOTS_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_WINDL_BOOTS_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_CRACKS_HELMET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_CRACKS_HELMET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_CRACKS_SUIT_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_CRACKS_SUIT_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_CRACKS_GAUNTLET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_CRACKS_GAUNTLET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_CRACKS_BOOTS_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_CRACKS_BOOTS_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_FLOR_HELMET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_FLOR_HELMET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_FLOR_SUIT_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_FLOR_SUIT_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_FLOR_GAUNTLET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_FLOR_GAUNTLET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_FLOR_BOOTS_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_FLOR_BOOTS_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_FORCEM_HELMET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_FORCEM_HELMET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_FORCEM_SUIT_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_FORCEM_SUIT_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_FORCEM_GAUNTLET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_FORCEM_GAUNTLET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_FORCEM_BOOTS_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_FORCEM_BOOTS_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_MENT_HELMET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_MENT_HELMET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_MENT_SUIT_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_MENT_SUIT_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_MENT_GAUNTLET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_MENT_GAUNTLET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_MENT_BOOTS_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_MENT_BOOTS_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_ELEL_HELMET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_ELEL_HELMET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_ELEL_SUIT_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_ELEL_SUIT_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_ELEL_GAUNTLET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_ELEL_GAUNTLET_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_M_ELEL_BOOTS_SET_KAL , 15000000, 0, 1);
DropItem(II_ARM_F_ELEL_BOOTS_SET_KAL , 15000000, 0, 1);
DropItem(II_GEN_MAT_OPERCID, 15000000, 0, 1);
DropItem(II_GEN_MAT_OPERCID, 15000000, 0, 1);
DropItem(II_GEN_MAT_OPERCID, 15000000, 0, 1);
DropItem(II_GEN_MAT_CID, 15000000, 0, 1);
DropItem(II_GEN_MAT_CID, 15000000, 0, 1);
DropItem(II_GEN_MAT_CID, 15000000, 0, 1);
DropItem(II_SYS_SYS_SCR_BARUNARUNE01, 15000000, 0, 1);
DropItem(II_SYS_SYS_QUE_ETERPENDANT, 15000000, 0, 1);
m_nAttackFirstRange = 8;
AI
{
#Scan
{
scan
}
#battle
{
Attack 20 cunning sam
Rangeattack 60
KeepRangeAttack 60
Berserk 20 2.0
summon 10 3 MI_KALGASLESSER01
}
#move
{
}
}
}