Monster Loot / Item Dropping Position (#8347)
- 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 drop position of looted items (similar to regular drops but independent to it and starts north) - Fixed item drop order (script-granted -> regular drops -> looted drops) - 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 - Items dropped by players can now stack on the same cell unless the new "item_stacking" config is disabled - 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 - Fixes #8345
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@@ -6052,9 +6052,12 @@ bool pc_dropitem(map_session_data *sd,int n,int amount)
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return false;
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}
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// bypass drop restriction in map_addflooritem because we've already checked it above
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if (!map_addflooritem(&sd->inventory.u.items_inventory[n], amount, sd->bl.m, sd->bl.x, sd->bl.y, 0, 0, 0, 2|4, 0))
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// Bypass drop restriction in map_addflooritem because we've already checked it above
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if (!map_addflooritem(&sd->inventory.u.items_inventory[n], amount, sd->bl.m, sd->bl.x, sd->bl.y, 0, 0, 0, 2|4, 0,
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false, DIR_MAX, battle_config.item_stacking?BL_NUL:BL_ITEM))
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{
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return false;
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}
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pc_delitem(sd, n, amount, 1, 0, LOG_TYPE_PICKDROP_PLAYER);
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clif_dropitem( *sd, n, amount );
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