Im having trouble finding a reference to a code to modify monsters item drops for dbs or special quest items and such. Anyone happen to know one so i can continue my work. Thanks.
Quote:
if (AttackedMob.Info.Name == "Pheasant")
{
CSocket.Client.CPs += 12;
CSocket.Send(ConquerPacket.Status(CSocket, 2, CSocket.Client.CPs, Struct.StatusTypes.InvCPoints));
CSocket.Send(ConquerPacket.Chat(0, "SYSTEM", CSocket.Client.Name, "You've 12 cps for kill pheasant", Struct.ChatType.Top));
}
Hey i appreciate the assistance but i was moreso looking for how to make it a drop. For instance if im trying to restore things like met zone to its original luster or if i wanted a dbscroll to be a possible drop from certain monsters and such.Quote:
try that Go to dmonsterplayer.cs and add
Quote:
try that Go to dmonsterplayer.cs and add
Thanks, i had one last favor to ask and it may seem kinda... lazy, but im having trouble tracking down a good database sql backup for 5095. I kinda wanna jump right to the coding of npcs and such however the source i have has no npcs, no monsters.Quote:
Search meteor or dragon ball id #, it should bring you to where it's already coded in the source. Create a similar thing using a monster or map if statement to control your drops.
In the long run you may want to combine drops into larger structures such as normal maps (to control normal drop rates such as tc/bird/ape) and a separate section to control special drops such as metzone, bosses, special event maps, quests etc.
It helps make things alot more structured.
Damn i was hoping to avoid having to recode all the bugs in it such as equipment saving, exp balls, socketing talismans. etc etcQuote:
There is one in the original release thread for coemu that has all npcs and monster spawns added already.
You will still have to code the individual npcs but it at least has them placed in the game.