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mobs gil drop

Posted: Fri Jan 24, 2014 7:12 am
by psyclosis
new to the forums i have a server going for a few of my friends and was wondering is there a way to make make/control amount of gil mobs drop since its not alot of us kinda hard to use the auction house lol. any help will be appreciated. thanx in advance for any replies!!

Re: mobs gil drop

Posted: Fri Jan 24, 2014 1:19 pm
by altalus
A comment I found in the code:

Code: Select all

/*
Loads up custom mob mods from mob_pool_mods and mob_family_mods table. This will allow you to customize
a mobs regen rate, magic defense, triple attack rate from a table instead of hardcoding it.

Usage:

	Evil weapons have a magic defense boost. So pop that into mob_family_mods table.
	Goblin Diggers have a vermin killer trait, so find its poolid and put it in mod_pool_mods table.

*/
And the mods are:

Code: Select all

enum MOBMODIFIER
{
  MOBMOD_NONE = 0,
  MOBMOD_GIL_MIN = 1, // minimum gil drop -- spawn mod only
  MOBMOD_GIL_MAX = 2, // maximum gil drop -- spawn mod only
  MOBMOD_MP_BASE = 3, // Give mob mp. Used for mobs that are not mages, wyverns, avatars
  MOBMOD_SIGHT_RANGE = 4, // sight range
  MOBMOD_SOUND_RANGE = 5, // sound range
  MOBMOD_BUFF_CHANCE = 6, // % chance to buff (combat only)
  MOBMOD_GA_CHANCE = 7, // % chance to use -ga spell
  MOBMOD_HEAL_CHANCE = 8, // % chance to use heal
  MOBMOD_HP_HEAL_CHANCE = 9, // can cast cures below this HP %
  MOBMOD_SUBLINK = 10, // sub link group
  MOBMOD_LINK_RADIUS = 11, // link radius
  MOBMOD_DRAW_IN = 12, // 1 - player draw in, 2 - alliance draw in -- only add as a spawn mod!
  MOBMOD_RAGE = 13, // define rage timer -- only add as a spawn mod!
  MOBMOD_SKILLS = 14, // use a custom mob skill list
  MOBMOD_MUG_GIL = 15, // amount gil carried for mugging
  MOBMOD_MAIN_2HOUR = 16, // give mob its main job two hour, value can maybe be sent to skill
  MOBMOD_NO_DESPAWN = 17, // do not despawn when too far from spawn. Gob Diggers have this.
  MOBMOD_VAR = 18, // temp var for whatever
  MOBMOD_SUB_2HOUR = 19, // give mob its sub job two hour (dynamis NM) -- not impl
  MOBMOD_TP_USE_CHANCE = 20, // % chance to use tp
  MOBMOD_PET_SPELL_LIST = 21, // set pet spell list
  MOBMOD_NA_CHANCE = 22, // % chance to cast -na
  MOBMOD_IMMUNITY = 23, // immune to set status effects. This only works from the db, not scripts
  MOBMOD_GRADUAL_RAGE = 24, // gradually rages -- not impl
  MOBMOD_BUILD_RESIST = 25, // builds resistance to given effects -- not impl
  MOBMOD_SUPERLINK = 26, // super link group. Only use this in mob_spawn_mods / scripts!
  MOBMOD_SPELL_LIST = 27, // set spell list
  MOBMOD_EXP_BONUS = 28, // bonus exp (bonus / 100)
  MOBMOD_ASSIST = 29, // mobs will assist me
  MOBMOD_SPECIAL_SKILL = 30, // give special skill
  MOBMOD_RAND_JOB = 31, // can spawn as a random job depending on its family
  MOBMOD_2HOUR_MULTI = 32, // can use two hour multiple times
  MOBMOD_SPECIAL_COOL = 33, // cool down for special
  MOBMOD_MAGIC_COOL = 34, // cool down for magic
  MOBMOD_STANDBACK_TIME = 35, // amount of time the mob stands back
  MOBMOD_ROAM_COOL = 36, // cool down for roaming
  MOBMOD_ALWAYS_AGGRO = 37, // aggro regardless of level. Spheroids
  MOBMOD_REFLECT = 38, // colibri -- not impl
  MOBMOD_SHARE_POS = 39, // share a pos with another mob (eald'narche exoplates)
  MOBMOD_TELEPORT_CD = 40, // cooldown for teleport abilities (tarutaru AA, angra mainyu, eald'narche)
  MOBMOD_TELEPORT_START = 41, // mobskill ID to begin teleport
  MOBMOD_TELEPORT_END = 42, // mobskill ID to end teleport
  MOBMOD_TELEPORT_TYPE = 43, // teleport type - 1: on cooldown, 2 - to close distance
  MOBMOD_DUAL_WIELD = 44 // enables a mob to use their offhand in attacks
};

Re: mobs gil drop

Posted: Fri Jan 24, 2014 1:40 pm
by kjLotus
i think there's a setting in map_darkstar.conf or settings.lua to globally change it too

Re: mobs gil drop

Posted: Fri Jan 24, 2014 1:58 pm
by altalus
kjLotus wrote:i think there's a setting in map_darkstar.conf or settings.lua to globally change it too
I don't see anything in any of those two files. It could be added to allow server owners to tweak it. (added to TODO just in case).

Re: mobs gil drop

Posted: Fri Jan 24, 2014 3:43 pm
by psyclosis
thanx for the responses . @ altalus i did see that page of code before i posted this i was wondering about that as well ill look into it.

Re: mobs gil drop

Posted: Fri Jan 24, 2014 6:44 pm
by kjLotus
psyclosis wrote:thanx for the responses . @ altalus i did see that page of code before i posted this i was wondering about that as well ill look into it.
theoretically it could be done via mobmods, but it's a bad idea because a) conflicts everywhere and b) you'd have to make two mods for.. every single family (like 400 families)

easier to just open the source file that calculates the gil drop and stick a multi in there (or make a reference to map_darkstar.conf)

Re: mobs gil drop

Posted: Tue Apr 08, 2014 2:41 pm
by Zkenpachi11
I apologize for making a whole other post, but this is what I found works.
viewtopic.php?f=19&t=1959