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  #1  
Old 11-25-2011, 03:02 PM
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provocating
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Posts: 2,175
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It really does work beautifully. I made a small modification to let the player know a corpse was found.

Code:
sub EVENT_SAY {
  my $charid = 0;
  my $corpse = 0;
  my $charid = $client->CharacterID();
  my $x = $npc->GetX();
  my $y = $npc->GetY();
  my $z = $npc->GetZ();
  
  quest::buryplayercorpse($charid);
  my $corpse = quest::getplayerburriedcorpsecount($charid);

  if($text=~/hail/i) {
   $client->Message(4, "The spectral figure stares into your soul with cold eyes, its voice entering your mind. We keep all that has been lost. In times past, nothing be returned once it was mine. Time have changed. The bodies, your [bodies], that were lost to you can now be returned.");
  }
  if($text=~/bodies/i && $corpse == 0) {
    $client->Message(13, "The voice booms angrily in your mind, Be gone from this place. You waste my time!");
  }
  if($text=~/bodies/i && $corpse > 0) {
    quest::summonburriedplayercorpse($charid, $x, $y, $z, 0);
	$client->Message(13, "I have returned your body to this world, please be more careful in Norrath.");
  }
}
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  #2  
Old 03-22-2012, 07:26 PM
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chrsschb
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Join Date: Nov 2008
Location: GA
Posts: 907
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Bumping this old thread because I'm having an issue with this script where the players are getting duplicate corpses. The summoned corpse (1) and the original corpse (2). This is obviously an extremely exploitable bug.
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  #3  
Old 03-22-2012, 08:24 PM
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provocating
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Yep, best bet is to not use it. Very exploitable.
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  #4  
Old 03-22-2012, 08:36 PM
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chrsschb
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Quote:
Originally Posted by provocating View Post
Yep, best bet is to not use it. Very exploitable.
So guessing I'm not the only one?
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  #5  
Old 03-22-2012, 09:16 PM
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provocating
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Definitely not the only one.
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  #6  
Old 04-03-2012, 06:44 PM
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cavedude
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I've completed the functionality of quest::buryplayercorpse locally, and so it won't allow for duplicate corpses after my next commit. I don't know when that will be, I am testing several other changes on PEQ atm, and want to get them all committed at the same time. But everything's looking good, so hopefully soon.
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  #7  
Old 04-03-2012, 10:52 PM
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chrsschb
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Quote:
Originally Posted by cavedude View Post
I've completed the functionality of quest::buryplayercorpse locally, and so it won't allow for duplicate corpses after my next commit. I don't know when that will be, I am testing several other changes on PEQ atm, and want to get them all committed at the same time. But everything's looking good, so hopefully soon.
Hero of the day.
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