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  #1  
Old 03-13-2014, 02:16 AM
Taitanian
Fire Beetle
 
Join Date: Jun 2004
Posts: 7
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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
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  #2  
Old 03-13-2014, 12:05 PM
image
Demi-God
 
Join Date: Jan 2002
Posts: 1,290
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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...tack.cpp#L1632
https://github.com/EQEmu/Server/blob...tack.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
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