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; }
}