My logic for this is simple... **Please ignore sloppy code, I wrote this post on my cell phone**
If luck >= 1000
then..... I'm sure you can figure out where I'm going with this.
public static int GetLuckChance( Mobile killer, Mobile victim )
{
public void Generate( Mobile from, Container cont, bool spawning, int luckChance )
{
if ( cont == null )
return;
bool checkLuck = Core.AOS;
for ( int i = 0; i < m_Entries.Length; ++i )
{
LootPackEntry entry = m_Entries[i];
bool shouldAdd = ( entry.Chance > Utility.Random( 10000 ) );
if ( !shouldAdd && checkLuck )
{
checkLuck = false;
if ( LootPack.CheckLuck( luckChance ) )
shouldAdd = ( entry.Chance > Utility.Random( 10000 ) );
}
if ( !shouldAdd )
continue;
Item item = entry.Construct( from, luckChance, spawning );
Note: this is for lootpack.cs if you want to do it on an individual basis the same method can be applied. For Evolution I've created a custom loot generator that was put into base creature. I can then apply different loot settings on a per creature basis.