Ok, so I have already went about modifying these lines for other bosses
AddLoot( LootPack.FilthyRich, 12 );
AddLoot( LootPack.Rich );

but I'm having an issue adding wands to the drop table. If anyone could please provide further insight, it would be greatly appreciated.

Thanks
 
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There may be a better way... but I made a weapon for the Lich in particular. I added a UtilityRandom to give it a chance to drop. You could switch out for any other item you want.

C#:
    #region Lich Staff

        public override void OnDeath(Container c) // (random chance)
                {

            base.OnDeath(c);

            if (0.10 > Utility.RandomDouble()) // 0.1=10% chance to drop

                switch (Utility.Random(3))

                {

                    case 0: c.DropItem(new BrokenLichStaffPart1()); break;

                    case 1: c.DropItem(new BrokenLichStaffPart2()); break;

                    case 2: c.DropItem(new LichGem()); break;
                }

        }

        #endregion
 
just curious, where do i add the utilityrandom context that you were mentioning? do i add those lines into the lich.cs file?
Post automatically merged:

nvm, i figured it out! TYVM!!
Post automatically merged:

for future reference to anyone needing to know how to add wands to Lich's Script, I have recoded what Tukaram had passed on to me.
TY Tukaram

#region Lich Wands

public override void OnDeath(Container c) // (random chance)
{

base.OnDeath(c);

if (1.0 > Utility.RandomDouble()) // 0.1=10% chance to drop

switch (Utility.Random(3))

{

case 0: c.DropItem(new WeakenWand()); break;

case 1: c.DropItem(new ClumsyWand()); break;

case 2: c.DropItem(new FeebleWand()); break;

case 3: c.DropItem(new MagicArrowWand()); break;

case 4: c.DropItem(new HarmWand()); break;

case 5: c.DropItem(new HealWand()); break;

case 6: c.DropItem(new GreaterHealWand()); break;

case 7: c.DropItem(new FireballWand()); break;

case 8: c.DropItem(new LightningWand()); break;

case 9: c.DropItem(new IDWand()); break;

case 10: c.DropItem(new ManaDrainWand()); break;
}

}

#endregion
Post automatically merged:

C#:
        #region Lich Wands

        public override void OnDeath(Container c) // (random chance)
                {

            base.OnDeath(c);

             if (1.0 > Utility.RandomDouble()) // 0.1=10% chance to drop

                switch (Utility.Random(3))

                {

                    case 0: c.DropItem(new WeakenWand()); break;
                    
                    case 1: c.DropItem(new ClumsyWand()); break;
                    
                    case 2: c.DropItem(new FeebleWand()); break;
                    
                    case 3: c.DropItem(new MagicArrowWand()); break;
                    
                    case 4: c.DropItem(new HarmWand()); break;

                    case 5: c.DropItem(new HealWand()); break;

                    case 6: c.DropItem(new GreaterHealWand()); break;
                    
                    case 7: c.DropItem(new FireballWand()); break;

                    case 8: c.DropItem(new LightningWand()); break;
                    
                    case 9: c.DropItem(new IDWand()); break;
                    
                    case 10: c.DropItem(new ManaDrainWand()); break;
                }

        }

        #endregion
Post automatically merged:

Had a typo on Weakness wand and having to do another repost. This one is tested and works, my apologies!
C#:
                    #region Lich Wands

        public override void OnDeath(Container c) // (random chance)
                {

            base.OnDeath(c);

              if (1.0 > Utility.RandomDouble()) // 0.1=10% chance to drop

                switch (Utility.Random(3))

                {
                    case 0: c.DropItem(new WeaknessWand()); break;
                    
                    case 1: c.DropItem(new ClumsyWand()); break;
                    
                    case 2: c.DropItem(new FeebleWand()); break;
                    
                    case 3: c.DropItem(new MagicArrowWand()); break;
                    
                    case 4: c.DropItem(new HarmWand()); break;

                    case 5: c.DropItem(new HealWand()); break;

                    case 6: c.DropItem(new GreaterHealWand()); break;
                    
                    case 7: c.DropItem(new FireballWand()); break;

                    case 8: c.DropItem(new LightningWand()); break;
                    
                    case 9: c.DropItem(new IDWand()); break;
                    
                    case 10: c.DropItem(new ManaDrainWand()); break;
                }

        }

        #endregion
 
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