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[Help]Making CertainMobs dropo certain things
Discussion on [Help]Making CertainMobs dropo certain things within the CO2 Private Server forum part of the Conquer Online 2 category.
07/13/2009, 09:11
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#1
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[Help]Making CertainMobs dropo certain things
Using CoEmu Im trying to get the TombBats to drop certain items. I have no clue how to do this. Any help would be excellant.
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07/13/2009, 09:15
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#2
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Quote:
Originally Posted by JustChillin
Using CoEmu Im trying to get the TombBats to drop certain items. I have no clue how to do this. Any help would be excellant.
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heres how you would do it in lotf
idk if you can try your best to convert it to fit CoEmu
Code:
if (Name == "TombBat")
if (Other.ChanceSuccess(10))
{
string Item = "ITEMID-0-0-0-0-0";
if (Other.ChanceSuccess(10))
Item = "ITEMID-0-0-0-0-0";
DroppedItem item = DroppedItems.DropItem(Item, (uint)(PosX - General.Rand.Next(4) + General.Rand.Next(4)), (uint)(PosY - General.Rand.Next(4) + General.Rand.Next(4)), (uint)Map, MoneyDrops);
World.ItemDrops(item);
}
hope this helps ya
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07/13/2009, 09:49
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#3
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guys that doesnt work in CoEmu :P... it works with actions somehow.
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07/13/2009, 09:52
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#4
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Quote:
Originally Posted by xellios
guys that doesnt work in CoEmu :P... it works with actions somehow.
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i didnt say it would work for CoEmu
i said see if you can try your best to mayeb convert it for coemu
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07/13/2009, 10:40
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#5
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Quote:
Originally Posted by xellios
guys that doesnt work in CoEmu :P... it works with actions somehow.
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You can edit it in monster.cs but it's very roughly done.
search for
if(Calculation.PercentSuccess(3.7) && Level > 22)
The section under that has the drop calculations for mets/db's.
To have specific monsters drop something you can use
Code:
if(Info.Name == "MonsterName")
{
IG.ItemID = itemid;
}
You could add more items I believe through
Code:
if(Info.Name == "MonsterName")
{if(Calculation.PercentSuccess(20))
IG.ItemID = itemid;
else if(Calculation.PercentSuccess(20))
IG.ItemID = otheritemid;
}
Just testing the code currently and we tested it for TombBats and it's having 2 of the items added drop... so it seems to be working.
I'm sure there are much better ways to do it but this seems to be working :S, next I need to get that working with a variable to check if player has a certain quest activated or not... Not tried that yet :P
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07/13/2009, 10:41
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#6
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elite*gold: 0
Join Date: May 2009
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Quote:
Originally Posted by pro4never
You can edit it in monster.cs but it's very roughly done.
search for
if(Calculation.PercentSuccess(3.7) && Level > 22)
The section under that has the drop calculations for mets/db's.
To have specific monsters drop something you can use
Code:
if(Info.Name == "MonsterName")
{
IG.ItemID = itemid;
}
You could add more items I believe through
Code:
if(Info.Name == "MonsterName")
{if(Calculation.PercentSuccess(20))
IG.ItemID = itemid;
else if(Calculation.PercentSuccess(20))
IG.ItemID = otheritemid;
}
Just testing the code currently and we tested it for TombBats and it's having 2 of the items added drop... so it seems to be working.
I'm sure there are much better ways to do it but this seems to be working :S, next I need to get that working with a variable to check if player has a certain quest activated or not... Not tried that yet :P
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ooh nice job pro
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07/13/2009, 11:01
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#7
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elite*gold: 21
Join Date: Jul 2005
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Quote:
Originally Posted by Arcotemple:)
ooh nice job pro
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Thanks, I try :P
For reference: all I did was looked up guard names and how they distinguish them from normal mobs... I noticed it uses the if(Info.Name == "MonsterName")
cmd so I used it where the drop rates were. Not complicated lol.
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07/13/2009, 11:04
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#8
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Join Date: May 2009
Posts: 874
Received Thanks: 174
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Quote:
Originally Posted by pro4never
Thanks, I try :P
For reference: all I did was looked up guard names and how they distinguish them from normal mobs... I noticed it uses the if(Info.Name == "MonsterName")
cmd so I used it where the drop rates were. Not complicated lol.
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are you good at coding
if so add my msn
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07/13/2009, 11:06
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#9
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elite*gold: 21
Join Date: Jul 2005
Posts: 9,193
Received Thanks: 5,383
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Quote:
Originally Posted by Arcotemple:)
are you good at coding
if so add my msn

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I am just learning coding as a project. I'll add your msn but don't expect a huge amount of help. I'm very very busy with my server lol.
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07/14/2009, 02:08
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#10
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Join Date: Jun 2009
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Quote:
Originally Posted by pro4never
You can edit it in monster.cs but it's very roughly done.
search for
if(Calculation.PercentSuccess(3.7) && Level > 22)
The section under that has the drop calculations for mets/db's.
To have specific monsters drop something you can use
Code:
if(Info.Name == "MonsterName")
{
IG.ItemID = itemid;
}
You could add more items I believe through
Code:
if(Info.Name == "MonsterName")
{if(Calculation.PercentSuccess(20))
IG.ItemID = itemid;
else if(Calculation.PercentSuccess(20))
IG.ItemID = otheritemid;
}
Just testing the code currently and we tested it for TombBats and it's having 2 of the items added drop... so it seems to be working.
I'm sure there are much better ways to do it but this seems to be working :S, next I need to get that working with a variable to check if player has a certain quest activated or not... Not tried that yet :P
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LOL Why did you have to release this  . Now there gonna take out ideas. Now if they take it I BLAME You. I think i got it to drop only when the quest if activated..
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07/14/2009, 03:11
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#11
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Join Date: May 2009
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Received Thanks: 1
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pro4never do u think u can help me wit some problems cause im also trying to create a server xD. im using Qonquer as my client for ip and ****, i did everything from this guide:  l but when i log on it says log in succesfull and then just exits the game on me do u or any1 know why??
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07/14/2009, 03:12
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#12
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Join Date: May 2009
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 thats the link srry for error and if u can email me at
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07/14/2009, 03:44
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#13
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elite*gold: 21
Join Date: Jul 2005
Posts: 9,193
Received Thanks: 5,383
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Quote:
Originally Posted by JustChillin
LOL Why did you have to release this  . Now there gonna take out ideas. Now if they take it I BLAME You. I think i got it to drop only when the quest if activated..
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Awww srry ^^
It's just a basic example. Most of the nubs here couldn't code a quest to save their life even with this so it's no big deal ^^
It took me what? like 5 minutes to find how to do it after I looked? I'm sure anyone who was capable of coding a half decent quest would have found the same thing.
Besides... I like to help people, is that such a crime? ^^
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07/14/2009, 05:27
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#14
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Quote:
Originally Posted by pro4never
Awww srry ^^
It's just a basic example. Most of the nubs here couldn't code a quest to save their life even with this so it's no big deal ^^
It took me what? like 5 minutes to find how to do it after I looked? I'm sure anyone who was capable of coding a half decent quest would have found the same thing.
Besides... I like to help people, is that such a crime? ^^
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Maybe?
Let people try to help themselves before you help them if you get what im saying ^^
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07/14/2009, 06:07
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#15
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elite*gold: 21
Join Date: Jul 2005
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Received Thanks: 5,383
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Quote:
Originally Posted by hunterman01
Maybe?
Let people try to help themselves before you help them if you get what im saying ^^
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Ooh I fully agree, I always do that with my bigger stuff. I'll provide an example or w/e but they gotta code the stuff themselves. I've stooped releasing any full npcs or systems I add.
Then again not like I've coded anything all that impressive in last week  ... unless my cash lotto/cp shop counts, but that coding SUCKS... it's just shitloads of lines and possible prizes :P I should put it in a db but I don't wanna have to re-code all that stuff and for now it's working.
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