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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.

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Old   #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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Old 07/13/2009, 09:15   #2
 
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Quote:
Originally Posted by JustChillin View Post
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.
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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Old 07/13/2009, 09:49   #3
 
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guys that doesnt work in CoEmu :P... it works with actions somehow.
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Old 07/13/2009, 09:52   #4
 
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Originally Posted by xellios View Post
guys that doesnt work in CoEmu :P... it works with actions somehow.
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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Old 07/13/2009, 10:40   #5
 
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Quote:
Originally Posted by xellios View Post
guys that doesnt work in CoEmu :P... it works with actions somehow.
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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Old 07/13/2009, 10:41   #6
 
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Quote:
Originally Posted by pro4never View Post
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
ooh nice job pro
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Old 07/13/2009, 11:01   #7
 
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Quote:
Originally Posted by Arcotemple:) View Post
ooh nice job pro
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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Old 07/13/2009, 11:04   #8
 
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Quote:
Originally Posted by pro4never View Post
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.
are you good at coding
if so add my msn
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Old 07/13/2009, 11:06   #9
 
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Quote:
Originally Posted by Arcotemple:) View Post
are you good at coding
if so add my msn
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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Old 07/14/2009, 02:08   #10
 
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Quote:
Originally Posted by pro4never View Post
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
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..
JustChillin is offline  
Old 07/14/2009, 03:11   #11
 
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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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Old 07/14/2009, 03:12   #12
 
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thats the link srry for error and if u can email me at
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Old 07/14/2009, 03:44   #13
 
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Quote:
Originally Posted by JustChillin View Post
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..
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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Old 07/14/2009, 05:27   #14
 
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Quote:
Originally Posted by pro4never View Post
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? ^^
Maybe?
Let people try to help themselves before you help them if you get what im saying ^^
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Old 07/14/2009, 06:07   #15
 
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Quote:
Originally Posted by hunterman01 View Post
Maybe?
Let people try to help themselves before you help them if you get what im saying ^^
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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