Lumina Posted June 12, 2015 Share Posted June 12, 2015 Hello, I know how to add a drop to a monster prefabs but is there a cleanest way to add a drop to an existing monster ? (Like Warg, in my example)Like putting some code in "modmain" instead of a prefab ? (Because i suppose that if i call the "warg" prefabs it could conflict with another mod modifying the prefabs too ?) Link to comment https://forums.kleientertainment.com/forums/topic/55171-quick-question-about-lootdrop/ Share on other sites More sharing options...
Fancy_Fox_Pers Posted June 12, 2015 Share Posted June 12, 2015 @Lumina, A PrefabPostInit in you modmain modifying the right functions of the right prefabs should work pretty well while avoiding compatibility issues. Link to comment https://forums.kleientertainment.com/forums/topic/55171-quick-question-about-lootdrop/#findComment-646570 Share on other sites More sharing options...
Lumina Posted June 12, 2015 Author Share Posted June 12, 2015 Ok, it seems to work well.Thanks Link to comment https://forums.kleientertainment.com/forums/topic/55171-quick-question-about-lootdrop/#findComment-646574 Share on other sites More sharing options...
Kzisor Posted June 12, 2015 Share Posted June 12, 2015 @Lumina, example:local function WargPostInit( inst ) if not TheWorld.ismsatersim then return inst end if inst.components.lootdropper then inst.components.lootdropper:AddChanceLoot("warg", 1) end return instendAddPrefabPostInit( "warg", WargPostInit) Link to comment https://forums.kleientertainment.com/forums/topic/55171-quick-question-about-lootdrop/#findComment-646637 Share on other sites More sharing options...
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