How Can I Prevent, Item Drops / Slver Drops For Sertain Maps When a Person Dies, Where EXACTLY DO I PUT IT IN, I know is Obiusly... Loc.Map != 452 But where EXACTCLY do i pu tit
public void InitAngry(bool _kind)
if (DropSilver > 1000)
DropSilver /= 10;
#region Item drop
byte _val1 = (byte)_rand.Next(Inventory.Count);
List<Item> _list1 = new List<Item>();
for (byte _val2 = 0; _val2 < _val1; _val2++)
{
byte _val3 = (byte)_rand.Next(Inventory.Count);
Item _item = Inventory[_val3] as Item;
if (_item.FreeItem || _item.Locked == 1)
continue;
if (Loc.Map != 1038 && Loc.Map != 1005 && Loc.Map != 1090)
{ }
if (Merchant == MerchantTypes.Yes)
{
Game.DroppedItem DI = new NewestCOServer.Game.DroppedItem();
DI.Info = _item;
DI.DropTime = DateTime.Now;
DI.Loc = Loc;
DI.Loc.X = (ushort)(Loc.X + Rnd.Next(4) - Rnd.Next(4));
DI.Loc.Y = (ushort)(Loc.Y + Rnd.Next(4) - Rnd.Next(4));
DI.UID = (uint)Program.Rnd.Next(10000000);
if (!DI.FindPlace((Hashtable)Game.World.H_Items[Loc.Map])) continue;
DI.Drop();
RemoveItem(_item);
}
else
{
if (_item.Pot <= 8)
{
Game.DroppedItem DI = new NewestCOServer.Game.DroppedItem();
DI.Info = _item;
DI.DropTime = DateTime.Now;
DI.Loc = Loc;
DI.Loc.X = (ushort)(Loc.X + Rnd.Next(4) - Rnd.Next(4));
DI.Loc.Y = (ushort)(Loc.Y + Rnd.Next(4) - Rnd.Next(4));
DI.UID = (uint)Program.Rnd.Next(10000000);
if (!DI.FindPlace((Hashtable)Game.World.H_Items[Loc.Map])) continue;
DI.Drop();
RemoveItem(_item);
}
}
}
#endregion
#region Silver drop
int DropSilver = _rand.Next(0, (int)Silvers);
if (DropSilver > 1000)
DropSilver /= 10;
if (Loc.Map != 1038 && Loc.Map != 1005 && Loc.Map != 1090)
{ }
DroppedItem DI2 = new DroppedItem();
DI2.DropTime = DateTime.Now;
DI2.UID = (uint)Rnd.Next(10000000);
DI2.Loc = new Location();
DI2.Loc = Loc;
DI2.Loc.Map = Loc.Map;
DI2.Info = new Item();
DI2.Info.UID = (uint)Rnd.Next(10000000);
DI2.UID = (uint)Rnd.Next(10000000);
DI2.Silvers = (uint)DropSilver;
if (DI2.Silvers < 10)
DI2.Info.ID = 1090000;
else if (DI2.Silvers < 100)
DI2.Info.ID = 1090010;
else if (DI2.Silvers < 1000)
DI2.Info.ID = 1090020;
else if (DI2.Silvers < 3000)
DI2.Info.ID = 1091000;
else if (DI2.Silvers < 10000)
DI2.Info.ID = 1091010;
else
DI2.Info.ID = 1091020;
if (DI2.FindPlace((Hashtable)Game.World.H_Items[Loc.Map]))
{ DI2.Drop(); Silvers -= (uint)DropSilver; }
#endregion
int DropSilver = _rand.Next(0, (int)Silvers);
if (DropSilver > 1000)
DropSilver /= 10;
if (Loc.Map != 1038 && Loc.Map != 1005 && Loc.Map != 1090)
continue;
DroppedItem DI2 = new DroppedItem();
DI2.DropTime = DateTime.Now;
DI2.UID = (uint)Rnd.Next(10000000);
DI2.Loc = new Location();
DI2.Loc = Loc;
DI2.Loc.Map = Loc.Map;
DI2.Info = new Item();
DI2.Info.UID = (uint)Rnd.Next(10000000);
DI2.UID = (uint)Rnd.Next(10000000);
DI2.Silvers = (uint)DropSilver;
if (DI2.Silvers < 10)
DI2.Info.ID = 1090000;
else if (DI2.Silvers < 100)
DI2.Info.ID = 1090010;
else if (DI2.Silvers < 1000)
DI2.Info.ID = 1090020;
else if (DI2.Silvers < 3000)
DI2.Info.ID = 1091000;
else if (DI2.Silvers < 10000)
DI2.Info.ID = 1091010;
else
DI2.Info.ID = 1091020;
if (DI2.FindPlace((Hashtable)Game.World.H_Items[Loc.Map]))
{ DI2.Drop(); Silvers -= (uint)DropSilver; }
// Bottom code is Item Drop, Above is Silver Drop
byte _val1 = (byte)_rand.Next(Inventory.Count);
List<Item> _list1 = new List<Item>();
for (byte _val2 = 0; _val2 < _val1; _val2++)
{
byte _val3 = (byte)_rand.Next(Inventory.Count);
Item _item = Inventory[_val3] as Item;
if (_item.FreeItem || _item.Locked == 1)
if (Loc.Map != 1038 && Loc.Map != 1005 && Loc.Map != 1090)
continue;
if (Merchant == MerchantTypes.Yes)
{
Game.DroppedItem DI = new NewestCOServer.Game.DroppedItem();
DI.Info = _item;
DI.DropTime = DateTime.Now;
DI.Loc = Loc;
DI.Loc.X = (ushort)(Loc.X + Rnd.Next(4) - Rnd.Next(4));
DI.Loc.Y = (ushort)(Loc.Y + Rnd.Next(4) - Rnd.Next(4));
DI.UID = (uint)Program.Rnd.Next(10000000);
if (!DI.FindPlace((Hashtable)Game.World.H_Items[Loc.Map])) continue;
DI.Drop();
RemoveItem(_item);
}
else
{
if (_item.Pot <= 8)
{
Game.DroppedItem DI = new NewestCOServer.Game.DroppedItem();
DI.Info = _item;
DI.DropTime = DateTime.Now;
DI.Loc = Loc;
DI.Loc.X = (ushort)(Loc.X + Rnd.Next(4) - Rnd.Next(4));
DI.Loc.Y = (ushort)(Loc.Y + Rnd.Next(4) - Rnd.Next(4));
DI.UID = (uint)Program.Rnd.Next(10000000);
if (!DI.FindPlace((Hashtable)Game.World.H_Items[Loc.Map])) continue;
DI.Drop();
RemoveItem(_item);
}
}
}
Ahh Thanks It Worked Good Job Anthony :) You should be Mod, You Would be one of the active mod in this section !Quote:
Aw you tard jose...
lol
Add the brackets for the entire drop code!
Not just { }
But
{
DroppedItem DI2 = new DroppedItem();
DI2.DropTime = DateTime.Now;
DI2.UID = (uint)Rnd.Next(10000000);
DI2.Loc = new Location();
DI2.Loc = Loc;
DI2.Loc.Map = Loc.Map;
DI2.Info = new Item();
DI2.Info.UID = (uint)Rnd.Next(10000000);
DI2.UID = (uint)Rnd.Next(10000000);
DI2.Silvers = (uint)DropSilver;
if (DI2.Silvers < 10)
DI2.Info.ID = 1090000;
else if (DI2.Silvers < 100)
DI2.Info.ID = 1090010;
else if (DI2.Silvers < 1000)
DI2.Info.ID = 1090020;
else if (DI2.Silvers < 3000)
DI2.Info.ID = 1091000;
else if (DI2.Silvers < 10000)
DI2.Info.ID = 1091010;
else
DI2.Info.ID = 1091020;
if (DI2.FindPlace((Hashtable)Game.World.H_Items[Loc.Map]))
{ DI2.Drop(); Silvers -= (uint)DropSilver; }
}