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{{name|plural}} are the base creature that ____beard creatures are based off of. In XML, only the {{name}} object is used, and its type of breath, color, and name are all decided in cs script. Similar to how [[stat sap]]s are spawned, the type of breath is seeded based on zone ID, meaning that in the same zone, the same type of elder breathbeard will spawn.<ref><code>XRL.World.Parts.RandomBreather</code></ref> | {{name|plural}} are the base creature that ____beard creatures are based off of. In XML, only the {{name}} object is used, and its type of breath, color, and name are all decided in cs script. Similar to how [[stat sap]]s are spawned, the type of breath is seeded based on zone ID, meaning that in the same zone, the same type of elder breathbeard will spawn.<ref><code>XRL.World.Parts.RandomBreather</code></ref> | ||
==Types of Beards== | ==Types of Beards== | ||
Because of this creation method, the corpses are dynamically generated as well and have no static object blueprint. Each type has a 25% chance of dropping their respective corpse. | |||
{| class="wikitable" | {| class="wikitable" | ||
! Name | ! Name |