What it is,
If you put the mobID as 1 (Pheasant) then everytime you kill a pheasant you can make it add 100cps or the amount you want same with red devils if you wanted to make them drop 700cps, This is not dropping but going straight into the character inventory.
Right Im going to take mobid 1 which is a pheasant,
Now open NewestCoServer.Game > Mob.cs
after you have opened that go to the void
Code:
void DropAnItem(uint Owner, byte OwnerLevel)
Code:
if (MyMath.ChanceSuccess(30)) { DI2.Silvers = (uint)(Rnd.Next(MinSilvers, MaxSilvers) * DropRates.Silver);
Code:
if (MyMath.ChanceSuccess(100)) { if (MobID == 1) { Char.Silvers += 1; Char.CPs += 100; return; } }
if (MyMath.ChanceSucess(100)), means how often does it drop in this case it is 100% chance of dropping so every time the MobID it will drop all the time, you can lower this.
if (MobID == 1) this is where the mob ID goes you can get this from MobInfo's
Char.Silvers +=1 is how many silvers you want it to drop change this if you want to
Char.Cps += 100 is how many cps you want it to drop again change it if you want
return; shows it to the player
---
Hope this helps anyone who was wanting it,
If anyone knows if you can improve this code then please tell me i dont mind learning new ways.
Thanks