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-   -   Allowing full looting of players? (https://www.eqemulator.org/forums/showthread.php?t=40831)

bigsol81 08-13-2016 10:05 PM

Allowing full looting of players?
 
I have a server where I want players, upon death, to be fully lootable by other players. Is it possible to do this, or is this client controlled?

Uleat 08-13-2016 10:53 PM

https://github.com/EQEmu/Server/blob...orpse.cpp#L928

Looks like it is possible...


This is where it gets the rule value: https://github.com/EQEmu/Server/blob...tack.cpp#L1466

But, it doesn't look like that rule is in our `variables` table in the database - so, it defaults to '0'

Try adding a new variable `PvPreward` and set the value to '-1' and see if that helps.

(You may need to rerun shared_memory..)

bigsol81 08-13-2016 11:24 PM

I tried that, but when I kill a player, it still says "You may not loot this corpse at this time."

EQEMU2010 08-16-2016 02:51 PM

Thats usually a timer message like used to be 5 min 54 sec your could loot a corpse they only had 8 mins from death iirc and a 30 min coprse was something like 27 min 54 sec

image 08-17-2016 07:36 AM

The problem is we never pass an AddLooter for the player that killed their PC target (this allows CanMobLoot to pass):

https://github.com/EQEmu/Server/blob...tack.cpp#L1474

need something along the lines of

new_corpse->AddLooter(killerMob);

the catch is killerMob doesn't check for owner -- so if a client pet comes in this won't trigger you have to get the owner of killermob if it is available and replace it.

Also AddLooter doesn't properly handle NULL, so make sure killerMob is a valid pointer.

Kingly_Krab 08-17-2016 08:43 AM

Quote:

Originally Posted by image (Post 250580)
The problem is we never pass an AddLooter for the player that killed their PC target (this allows CanMobLoot to pass):

https://github.com/EQEmu/Server/blob...tack.cpp#L1474

need something along the lines of

new_corpse->AddLooter(killerMob);

the catch is killerMob doesn't check for owner -- so if a client pet comes in this won't trigger you have to get the owner of killermob if it is available and replace it.

Also AddLooter doesn't properly handle NULL, so make sure killerMob is a valid pointer.

The check above all that reward stuff checks for nullptr and if the killer is a client. So assuming that the line you posted is the proper syntax, that's all he should have to add.

bigsol81 08-19-2016 12:10 AM

So, how would I go about making the corpse lootable by ANYONE, whether they killed the player or not?

image 08-22-2016 12:25 PM

you would have to change the line that was noted previously to not include the CanPlayerLoot check.. then anyone could loot it without any restrictions, any time.

https://github.com/EQEmu/Server/blob...orpse.cpp#L928

Five 04-25-2017 01:43 PM

So would this work in a PvE setup or just PvP? I'm ultimately wanting any corpse to be lootable by anyone at any time.

GRUMPY 04-25-2017 01:54 PM

Quote:

Originally Posted by Five (Post 254385)
So would this work in a PvE setup or just PvP? I'm ultimately wanting any corpse to be lootable by anyone at any time.

In rule_values table (in database),

NPC:CorpseUnlockTimer 150000 (ms)


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