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  #1  
Old 10-08-2016, 09:51 PM
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Uleat
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Location: North Carolina
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The scripts work because of a trigger event in the loot corpse function: https://github.com/EQEmu/Server/blob...rpse.cpp#L1173

By the time you get to this point..there's not much you can do without a recode..especially since there's no conditional on the call.


Ideally, you would want to not send the packet for any item they can't use.

Code Ref: https://github.com/EQEmu/Server/blob...rpse.cpp#L1015

You could add something like this:
Code:
	if(client && item) {
		if (item->ReqLevel && (item->ReqLevel > client->GetLevel()))
			continue;
	
		ItemInst* inst = database.CreateItem(item, item_data->charges, item_data->aug_1, item_data->aug_2, item_data->aug_3, item_data->aug_4, item_data->aug_5, item_data->aug_6, item_data->attuned);
That would eliminate lower levels from seeing the item on the corpse..but, not disturb the actual corpse looting process.
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Old 10-08-2016, 10:20 PM
NostalgiaEQ
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Join Date: Sep 2016
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Interesting. So would it be possible to block the item packet being sent as well as prevent them from seeing it? What I'm understanding is that script will prevent low levels from seeing the item but it would still be there and they could remove it from the corpse is that correct? Or are you saying the item will just not be present at all if a low level loots the corpse, then the corpse would dissapear like there was nothing on it?

If it isn't possible to fully do what I want with this, another option would be is it possible to "instance" the corpse so multiple people can loot the items off it? Mabye as part of the fix in addition.

For example if we can block an item from bieng on a corpse if the person looting doesn't meet the lvl req, and also have the corpse instanced so multiple people can loot the same corpse, then the people who do meet the req will all be able to loot the item and those that don't meet the req would not.
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