Hello,
You must edit your java source. Open gameserver/model/actor/Attackable.java and find the Champion drops.
// Apply Special Item drop with rnd qty for champions
if (Config.CHAMPION_ENABLE && isChampion() && (player.getLevel() <= (getLevel() + 3)) && (Config.CHAMPION_REWARD > 0) && (Rnd.get(100) < Config.CHAMPION_REWARD))
{
int champqty = Rnd.get(Config.CHAMPION_REWARD_QTY);
champqty++; // quantity should actually vary between 1 and whatever admin specified as max, inclusive.
// Give this or these Item(s) to the PlayerInstance that has killed the Attackable
final RewardItem item = new RewardItem(Config.CHAMPION_REWARD_ID, champqty);
if (Config.AUTO_LOOT)
{
final Item itemTemplate = ItemTable.getInstance().getTemplate(item.getItemId());
if (!player.getInventory().validateCapacity(itemTemplate))
{
DropItem(player, item);
}
else
{
player.addItem("ChampionLoot", item.getItemId(), item.getCount(), this, true);
}
}
else
{
DropItem(player, item);
}
}
After this add your drop. Let's say we want to add 10 adenas with 5% chance.
if (Rnd.get(100) < 5)
{
final RewardItem item = new RewardItem(57, 10);
if (Config.AUTO_LOOT)
{
final Item itemTemplate = ItemTable.getInstance().getTemplate(item.getItemId());
if (!player.getInventory().validateCapacity(itemTemplate))
{
DropItem(player, item);
}
else
{
player.addItem("GlobalDrop", item.getItemId(), item.getCount(), this, true);
}
}
else
{
DropItem(player, item);
}
}
Of course this is just an example. You can edit it your way and have variables, make quantity dynamic or random, add drops on monsters over a specific level etc.