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Define Monster Indexes Which Drop Loot Based on TOTAL DMG DONE

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Problem: As an admin I need the ability to define monster indexes that will drop loot based on last hit or most damage so that I can better offer a gaming and loot experience for my players.

 

 

Acceptance Criteria: 

Similar to the function in Common...

;-------------------------------------------------------------------------------------------------------------
;-- Boss monsters kill reward type, 0: Last Hit, 1: Most Damage
;-------------------------------------------------------------------------------------------------------------
BossKillRewardUserType = 1

 

Modify the MonsterRegenSpanTime.xml to introduce a new attribute called KillRewardType with a value of 0 or 1 respectively.  0 last hit, 1 most damage 

 

<Monster Index="275" KillRewardType="1" RegenMinHour="2" RegenMinMinute="0" RegenMinSecond="0" RegenMaxHour="4" RegenMaxMinute="0" RegenMaxSecond="0" />

 

 

 

ALSO ADD FOR BC STATUES 

 

Edited by Zentinial
I just want to make the game better.

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Create the eventgab of the monsters you want to drop en masse.
use Data\Scripts\ItemBags\ItemBagScript.lua
to make every monster you want!
Remembering that the items in it will always fall.
This way, everyone will be able to take it without causing the last damage.
It's very easy to do this.

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15 minutes ago, StefanoAAguiar said:

Create the eventgab of the monsters you want to drop en masse.
use Data\Scripts\ItemBags\ItemBagScript.lua
to make every monster you want!
Remembering that the items in it will always fall.
This way, everyone will be able to take it without causing the last damage.
It's very easy to do this.

I don't know what this means but let me be very clear:

I need this function that's in common - 

;-------------------------------------------------------------------------------------------------------------
;-- Boss monsters kill reward type, 0: Last Hit, 1: Most Damage
;-------------------------------------------------------------------------------------------------------------
BossKillRewardUserType = 1

 

to be flexible so I can define which indexes get this treatment.

 

In my opinion we can modify the MonsterRegenSpanTime.xml to accommodate this change as there's a high probability indexes being defined here are special in nature making them "like a boss"

 

Introduce a new attribute called KillRewardType with a value of 0 or 1 respectively.  0 last hit, 1 most damage 

 

	<Monster Index="275" KillRewardType ="1" RegenMinHour="2" RegenMinMinute="0" RegenMinSecond="0" RegenMaxHour="4" RegenMaxMinute="0" RegenMaxSecond="0" />

 

 

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