View Full Version : lootable pvp corpses
Taitanian
03-11-2014, 04:38 PM
Have been searching the forums thoroughly, and am going to ask the community for advice.
My issue is my pvp kills do not let the PKer loot the corpse. I have:
in variables:
PvPreward set to 3, and PvPitem set to bone chip item id.
in rule_values:
Character:LeaveNakedCorpse 1, Character:LeaveCorpse 0
My question: Is there another rule that controls pvp lootable corpses? or have any other ideas on what gives a PKer the message saying "you are unable to look this corpse at this time"?
Taitanian
03-13-2014, 02:16 AM
bailed on this. still dont know about it but i basically went with all corpses set to 0, and using the PLAYER DEATH sub to spawn a ground item, and putting logic in to validate that only 1 token was/can be dropped
image
03-13-2014, 12:05 PM
You need Character:LeaveCorpses enabled
LeaveNakedCorpses is only applicable in that case if they are below the DeathItemLossLevel, guess it really depends on how you want the server setup.
if(RuleB(Character, LeaveCorpses) && GetLevel() >= RuleI(Character, DeathItemLossLevel) || RuleB(Character, LeaveNakedCorpses))
{
the PVPreward value can be:
3 = uses pvp item set in PvPitem variable
2 = full loot
1 = allow one item to be looted
0 = no loot
database.GetVariable("PvPreward", tmp, 9);
int reward = atoi(tmp);
if(reward==3){
database.GetVariable("PvPitem", tmp2, 9);
int pvpitem = atoi(tmp2);
if(pvpitem>0 && pvpitem<200000)
new_corpse->SetPKItem(pvpitem);
}
else if(reward==2)
new_corpse->SetPKItem(-1);
else if(reward==1)
new_corpse->SetPKItem(1);
else
new_corpse->SetPKItem(0);
This can all be found around here:
https://github.com/EQEmu/Server/blob/master/zone/attack.cpp#L1632
https://github.com/EQEmu/Server/blob/master/zone/attack.cpp#L1641
I should add a few reasons why the pvp reward system possibly doesn't work for you:
1) We never get the owner of the guy who is killing the player, so it can be a pet or npc that gets the final kill
2) if you have #gm on this code is bypassed
Taitanian
03-13-2014, 03:28 PM
Thank you for taking the time to put that together. I greatly appreciate it, as does everyone who searches for this in the future (very little info on this as far as i could find).
rhyotte
03-14-2014, 03:11 AM
Very cool... I had an idea a good while back related to faction gain while risking PVP due to the area of the mobs. I think maybe putting a certain item on those mobs for a turn in that gives faction might just be the way to go. For instance: Player is fighting a Mob, and a PVP'r jumps him, any of the faction items the players are carrying would be lootable from the PVP'd corpse.
Why didn't I think about that way back when.... hahah
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