mobs gil drop
mobs gil drop
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
A comment I found in the code:
And the mods are:
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.
*/
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
i think there's a setting in map_darkstar.conf or settings.lua to globally change it too
Re: mobs gil drop
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).kjLotus wrote:i think there's a setting in map_darkstar.conf or settings.lua to globally change it too
Re: mobs gil drop
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
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)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.
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)
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Re: mobs gil drop
I apologize for making a whole other post, but this is what I found works.
viewtopic.php?f=19&t=1959
viewtopic.php?f=19&t=1959