Jump to content

Ipsis

Members
  • Posts

    2
  • Joined

  • Last visited

Everything posted by Ipsis

  1. Thanks for that Choonster, that worked out perfectly and avoided a LOT of tedious code. A quick test implementation showed all the drops information coming through which is exactly what I wanted. I'm going to try with a few other mods installed and put the event priority down to LOWEST to give other mods a chance to modify the drops before I get it. I'll have to do some more experiments to make sure that the creation/destruction of the entity does not have any unwanted side-effects. Hopefullly not. Thanks again.
  2. I'm trying to implement a new mob spawner that does not actually spawn entities in the world. To do this, I need access to the drops that a mob would drop if it was killed. Looking at the codebase the onDeath method is handling all the item generation with dropFewItems, dropEquipment and addRandomDrop doing the actual loot selection. However all this code involves actually spawning the item entities in the world which I dont want to do. So I came up with a few idea. 1) Use the LivingDropsEvent to analyze which mobs drop which loot and the looting level used. I can then gather that information and use it to generate the appropriate loot for a fake death. 2) Use a configuration file to define all the mob drops and looting chances. 3) ?? I'm trying to avoid 2 because I would like to handle drops from other mods installed. So 1 would seem to be the best idea, and I've already got an idea on how to fit that in with player progression. What I'd really like to to do create an instance of the entity, kill it and grab the loot information without spawning ANYTHING in the world, but I dont see any way of doing that. Can anyone suggest any other possible methods for doing this? Thanks Ipsis
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.