View Single Post
Old 05-18-2004, 03:27 AM   #7 (permalink)
Fluke
 
Join Date: Oct 2003
Location: bulgaria->sofia
Age: 31
Posts: 65
Send a message via ICQ to Fluke
Default

The fix from bugzila is listed in my first post - up there, just replace function Generate in lootpack.cs or copy two lines between //***NEW LINES ^START^
and //***NEW LINES ^END^ in the source listing.
But remember that this fix will lower luck chances for all creatures, making your loot very low. I make my tests and Im sure!

I suggest another fix. Since the problem are low level creatures I suggest just disabling LootPack.Poor.
In file \Scripts\Engines\AI\Creature\BaseCreature.cs
make this:
Code:
public virtual void AddLoot( LootPack pack )
		{
			if ( Summoned )
				return;

			Container backpack = Backpack;

			if ( backpack == null )
			{
				backpack = new Backpack();

				backpack.Movable = false;

				AddItem( backpack );
			}

			pack.Generate( this, backpack, m_Spawning, m_KillersLuck );
		}
Look like this:
Code:
public virtual void AddLoot( LootPack pack )
		{
			if ( Summoned )
				return;
			
			if ( pack == LootPack.Poor )
				return;

			Container backpack = Backpack;

			if ( backpack == null )
			{
				backpack = new Backpack();

				backpack.Movable = false;

				AddItem( backpack );
			}

			pack.Generate( this, backpack, m_Spawning, m_KillersLuck );
		}
this way very low level creatures will not give items, like it was in b36, but all other creatures will give based on luck like it shoud be.
__________________

The White Guardian
Fluke is offline   Reply With Quote