public static bool WriteMagicalName(eProperty property, ItemUnique item)
{
if (hPropertyToMagicPrefix.ContainsKey(property))
{
string str = hPropertyToMagicPrefix[property];
switch (ServerProperties.Properties.DB_LANGUAGE)
{
case "EN":
item.Name = str + " " + item.Name;
break;
case "DE":
item.Name = item.Name + " " + str;
break;
default:
item.Name = str + " " + item.Name;
break;
}
return true;
}
return false;
}
private static readonly log4net.ILog log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
That's what made me look all over SVN if it wasn't in a specific branch or somewhere else[...] May promote it to SVN in a few days ... [...]
public override LootList GenerateLoot(GameNPC mob, GameObject killer)
{
//get basic loot list
LootList loot = base.GenerateLoot(mob, killer);
//create a ROG
GeneratedUniqueItem item = new GeneratedUniqueItem();
//Randomize the ROG with Realm param and Level param
item.RandomizeItem(killer.Realm, Math.Max(mob.level, 51));
//Set Quality depending on mob Con
item.GenerateItemQuality(GameObject.GetConLevel(killer.Level, mob.Level));
//Add it to loot
loot.addFixed(item, 1);
}
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