[Guide]MobDrops

01/25/2010 03:19 coreymills#1
you need to find this is Mob.cs

Code:
else if (MyMath.ChanceSuccess(DropRates.CleanWater))
                    {
                        DI2.Info.ID = 721258;
                        DI2.Info.MaxDur = DI2.Info.DBInfo.Durability;
                        DI2.Info.CurDur = DI2.Info.MaxDur;
                    }
under the last } paste this
Code:
else if (Name == "Mobname Here")
                    {

                        if (MyMath.ChanceSuccess(100))
                        {
                            DI2.Info.ID = 111009;;//this is where u put the item id that u want the mob to drop
                            DI2.Info.Bless = 12;//this will put a bless on the item
                            DI2.Info.Plus = 12;//this will put a plus on the item
                            DI2.Info.Soc1 = Item.Gem.SuperDragonGem;//gem inside the item
                            DI2.Info.Soc2 = Item.Gem.SuperDragonGem;//gem inside the item
                            DI2.Info.MaxDur = DI2.Info.DBInfo.Durability;
                            DI2.Info.CurDur = DI2.Info.MaxDur;
                        }
                    }
credits to HolyMage
01/25/2010 03:26 hunterman01#2
Its simple but thanks
01/25/2010 03:27 coreymills#3
ya alot of people were woundering how to make a certine mob drop an item including me
01/25/2010 04:58 Arcо#4
Quote:
Originally Posted by coreymills View Post
ya alot of people were woundering how to make a certine mob drop an item including me

Sorry, just wondering, you asked a question on the forum, then you released the answer people gave you?
01/25/2010 05:02 pro4never#5
Quote:
Originally Posted by Hepatitis C View Post

Sorry, just wondering, you asked a question on the forum, then you released the answer people gave you?
Sounds like epvp to me ;)

Not a big issue but what may be useful for people in the long run is create a section of drops for "normal" monsters (sort it by main maps or w/e is probably simplest) which drops the normal range of items/gems/db's/mets/gold

Then create a section before it controling special drops (such as met zone, boss monsters, special event stuff) that way you don't end up with shitloads of normal items dropping where you don't want them to be.

Maybe there is something similar to that already in lotf but I haven't seen it in any sources I've touched and it makes sense to me (especially for metzone! It was crazy having so many shitty items clogging up the screen all the time)
01/25/2010 05:05 Arcо#6
Quote:
Originally Posted by pro4never View Post

Then create a section before it controling special drops (such as met zone, boss monsters, special event stuff) that way you don't end up with shitloads of normal items dropping where you don't want them to be.
Yeah that's what I did, made sure that certain things dropped in 2nd RB maps and only there.
Like for instance:
if (Char.Loc.Map != 1234)

Yeah pretty much that.
01/25/2010 05:05 coreymills#7
no one gave me the answer it was released on 4botters so i figured i'd help people on this forum
01/25/2010 05:46 hunterman01#8
Code:
#region Map Drops
                    if (Char.Loc.Map == 1002)// example map 
                    {
                        if (Name == "MOB NAME")
                        {
                            DI2.Info.ID = 111009;
                            DI2.Info.Bless = 12;
                            DI2.Info.Plus = 12;
                            DI2.Info.Soc1 = Item.Gem.SuperDragonGem;
                            DI2.Info.Soc2 = Item.Gem.SuperDragonGem;
                            DI2.Info.MaxDur = DI2.Info.DBInfo.Durability;
                            DI2.Info.CurDur = DI2.Info.MaxDur;
                        }
                    }
                    #endregion
Kinda like this except i put it where you can choose the map id and the mob

This way if u have different mobs on the same map id very very simple

(note copied his item deal)