-
Notifications
You must be signed in to change notification settings - Fork 2.2k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Monster Loot Dropping Position #8347
Conversation
- When a monster is killed, its first item will now always drop at the exact cell the monster was on - When a monster drops more than one item, the items will be deployed on 3 cells around the monster (looping): SE, W and N - Fixed monsters dropping items in reverse order - Fixes #8345
- Fixed item drop order - Fixed drop position of looted items - Fixed looted items showing special drop effects
- Searching for a free cell to drop an item on now uses the official algorithm - When a monster drops an item, it will no longer drop on cells that are occupied by characters or pets - When a player drops an item, it will now drop in a 5x5 area around the player - When an MVP drop drops to the floor because the player's inventory was full, it will now always drop on that player's cell
|
||
for (int16 i = -1; i <= 1; i++) { | ||
for (int16 j = -1; j <= 1; j++) { | ||
if (i || j) |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Your range is -1, 0, and 1 so this check will skip i == 0
and j == 0
, is that correct?
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Yes, that's the intention of this check. If both are 0, it would always result in the center cell rather than a cell between distmin and distmax.
Co-authored-by: Aleos <aleos89@users.noreply.github.com>
Description of Pull Request: