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Re: Does onDie work in LOG 2?

Posted: Fri Nov 07, 2014 8:17 am
by Isaac
my_mummy_A.monster:addItem(spawn("bone_club").item)

Re: Does onDie work in LOG 2?

Posted: Fri Nov 07, 2014 8:29 am
by cameronC
Isaac wrote:

Code: Select all

spawn("bone_club",1,1,1,1,1,"bone_club_1")
my_mummy_A.monster:addItem(bone_club_1.item)
*There is likely another ~better way, but I'm still looking...

my_mummy_A.monster:addItem(spawn("bone_club").item) spawns it automatically 'inside' the monster, too.

Re: Does onDie work in LOG 2?

Posted: Fri Nov 07, 2014 8:32 am
by Isaac
cameronC wrote:
Isaac wrote:

Code: Select all

spawn("bone_club",1,1,1,1,1,"bone_club_1")
my_mummy_A.monster:addItem(bone_club_1.item)
*There is likely another ~better way, but I'm still looking...

my_mummy_A.monster:addItem(spawn("bone_club").item) spawns it automatically 'inside' the monster, too.
Ah... ninja'ed by about a minute... Image

It's only slightly different from the way it was in LoG1.

Re: Does onDie work in LOG 2?

Posted: Fri Nov 07, 2014 10:55 am
by Prozail
just posting to show a different way of changing the loot.. You can change the actual loottable of the monster like this.

Code: Select all

		local mob = spawn("crowern",1,13,22,2,0)
		mob.monster:setLootDrop({100,"baked_maggot",25,"baked_maggot"})

this will make a 100% drop of baked maggot, and an additional 25% chance of a second maggot.