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  #1  
Old 03-11-2014, 04:38 PM
Taitanian
Fire Beetle
 
Join Date: Jun 2004
Posts: 7
Default lootable pvp corpses

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"?
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  #2  
Old 03-13-2014, 02:16 AM
Taitanian
Fire Beetle
 
Join Date: Jun 2004
Posts: 7
Default

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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  #3  
Old 03-13-2014, 12:05 PM
image
Demi-God
 
Join Date: Jan 2002
Posts: 1,290
Default

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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  #4  
Old 03-13-2014, 03:28 PM
Taitanian
Fire Beetle
 
Join Date: Jun 2004
Posts: 7
Default

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).
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  #5  
Old 03-14-2014, 03:11 AM
rhyotte
Hill Giant
 
Join Date: Jul 2012
Location: Oklahoma
Posts: 222
Default

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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