No it won't necessarily work out of the box. If a client kills another client and the person whom killed the other is grouped (killer is grouped) -- then yea it will work.
needs to be fixed cause the killerMob pointer can be a npc, like a pet. So you need the owner to be sure. At that point you need to allow the player to loot also which is not done if you are solo (only grouped).
similar to what they do here, but its done wrong cause this could be the pet and only works for groups:
https://github.com/EQEmu/Server/blob...tack.cpp#L1756
https://github.com/EQEmu/Server/blob...tack.cpp#L1771
Code:
if (killerMob->CastToClient()->isgrouped) {
Group* group = entity_list.GetGroupByClient(killerMob->CastToClient());
if (group != 0)
{
for (int i = 0; i<6; i++)
{
if (group->members[i] != nullptr)
{
new_corpse->AllowPlayerLoot(group->members[i], i);
}
}
new_corpse->AllowPlayerLoot(killerMob, 0); is what you need out of it for solo players... but need to also allow the killerMob (or the appropriate owner being a client)
db variables (ServerType, PvPreward, PvPitem)
ServerType = 1 (must be enabled to enable the below variables)
PvPreward = 3 (ITEM DROP of db variable PvPitem)
PvPitem = item id (only in PVPreward 3)
*this creates an item, not taken from the corpse
PVPreward = 1
one item on corpse
PVPreward = -1
all items on corpse