Okay i got cps to into your inventory working but they only drop from pheasents, is there any way of getting them to drop from all monsters and also somehow DBs go into your inventory too, anybody know how to get rid of it?
Go to where you added your cp drop code and check for anything refering to monster meshes (such as if (monster.info.mesh == 1) or something. Completely removing that makes it apply to all monsters.
As for db's going to inventory, look up the db id (should be in items:txt or something in you bin folder. search the source till you find the drop for it. Sounds to me like whoever made your source has the db's going to inventoru, look at how other items are dropped on the ground in the same section and do the same for db's (but with the db item id)
if (MyMath.ChanceSuccess(100))
{
if (Char != null)
if (MobID == 1)
{
Char.Silvers += 1000000;
Char.CPs += 200;
return;
}
}
Thats my CP and money code, as for DBs is got the inventory count to add the item, should i just remove that bit? DB code:
if (MyMath.ChanceSuccess(DropRates.DragonBall))
{
if (Char != null)
if (Char.VipLevel >= 0)
{
if (Char.Inventory.Count <= 39)
{
Char.AddItem(1088000);
return;
}
}
if (MyMath.ChanceSuccess(100))
{
if (Char != null)
if (MobID == 1)
{
Char.Silvers += 1000000;
Char.CPs += 200;
return;
}
}
Thats my CP and money code
I assume you figured it out already but simply remove the if(MobID == 1) part. Pheasants are mob Id 1 so that's the only mobs triggering that code.
Note: you can do a much better version of that script adding in random chance... It's been posted in the release section (a few times)... maybe it's just me who absolutely HATES fixed drops lol.
I assume you figured it out already but simply remove the if(MobID == 1) part. Pheasants are mob Id 1 so that's the only mobs triggering that code.
Note: you can do a much better version of that script adding in random chance... It's been posted in the release section (a few times)... maybe it's just me who absolutely HATES fixed drops lol.
Like the one you released?
Or was that not random chance?
Like the one you released?
Or was that not random chance?
My CoEmu one was completely random chance (I changed it more on my live server but w/e) but someone converted it for 5165 lotf.
Basically it took into account player level, monster level, random chance (for obtaining), multiplier and random amount. For simplicity I had easily editable variables for that stuff so you could change it easier.
I dunno.. it just really bothers me when I see all these servers being like "200 cps per mob!" or some bs like that...
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Jede brauchbare Antwort = Thanks^^
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:handsdown::handsdown::handsdown:
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