blackkat9666 Posted January 12, 2010 Author Share Posted January 12, 2010 Ok I've tested some things out of boredom with 2 clients on.I've noticed that when a player kills a monster, anyone could just go steal the drop since there's no lock on it.It should lock on the player who killed the NPC for at least 30 seconds.Is that possible?If It needs sourcing, a mod may move my topic :) I do have VB6, so sourcing will not be a problem (unless of course I end up stupid lol) Link to comment Share on other sites More sharing options...
MasterBit13 Posted January 12, 2010 Share Posted January 12, 2010 @blackkat9666:> Ok I've tested some things out of boredom with 2 clients on.> I've noticed that when a player kills a monster, anyone could just go steal the drop since there's no lock on it.> It should lock on the player who killed the NPC for at least 30 seconds.> Is that possible?> If It needs sourcing, a mod may move my topic :) I do have VB6, so sourcing will not be a problem (unless of course I end up stupid lol)Great idea, but I've only seen that in Kryce, I belive… Maybe Kris **might** share? :P Link to comment Share on other sites More sharing options...
blackkat9666 Posted January 12, 2010 Author Share Posted January 12, 2010 I hope so lol, it'd be anoying to all players if some noobs steal the drops constantly and becomes rich at a low lv Link to comment Share on other sites More sharing options...
MasterBit13 Posted January 12, 2010 Share Posted January 12, 2010 @blackkat9666:> I hope so lol, it'd be anoying to all players if some noobs steal the drops constantly and becomes rich at a low lvYeah, but they can distract the player for 30 seconds, or stand on it for 30 seconds, should make it invisible? XD Link to comment Share on other sites More sharing options...
blackkat9666 Posted January 12, 2010 Author Share Posted January 12, 2010 Yeah but some players actually would wait right by the monster and the second it's defeated, POOF they are already on it.Trust me I've had that anoying experience in some old games. Link to comment Share on other sites More sharing options...
MasterBit13 Posted January 12, 2010 Share Posted January 12, 2010 @blackkat9666:> Yeah but some players actually would wait right by the monster and the second it's defeated, POOF they are already on it.> Trust me I've had that anoying experience in some old games.Is today national repeat above user day? Even Marsh is doing it.. Kinda.. XD Link to comment Share on other sites More sharing options...
blackkat9666 Posted January 12, 2010 Author Share Posted January 12, 2010 lol idk*can't wait to know if it requires sourcing or scripting at least* Link to comment Share on other sites More sharing options...
MasterBit13 Posted January 13, 2010 Share Posted January 13, 2010 @blackkat9666:> lol idk> *can't wait to know if it requires sourcing or scripting at least*I think it's in teh source, but scripting should work, ask Kris, he **might** tell you. Link to comment Share on other sites More sharing options...
cheatking Posted January 13, 2010 Share Posted January 13, 2010 Its source. But I would reconmend sending the items to the users invantory. Much easyer XD. Link to comment Share on other sites More sharing options...
blackkat9666 Posted January 13, 2010 Author Share Posted January 13, 2010 better idea also, but…how XD i suck at scripting and sourcing lol Link to comment Share on other sites More sharing options...
MasterBit13 Posted January 13, 2010 Share Posted January 13, 2010 @blackkat9666:> better idea also, but…how XD i suck at scripting and sourcing lol*Cough* Ask Kris *Cough* Link to comment Share on other sites More sharing options...
Ruins of Hell Posted January 13, 2010 Share Posted January 13, 2010 I honestly doubt Kris will be willing to release his code.If drops are server side, you could use Call GivePlayerItem(index, F_Num, F_Amount, F_Durb) Link to comment Share on other sites More sharing options...
MasterBit13 Posted January 13, 2010 Share Posted January 13, 2010 @Soul:> I honestly doubt Kris will be willing to release his code.> > If drops are server side, you could use Call GivePlayerItem(index, F_Num, F_Amount, F_Durb)That's why I bolded **'Might'** XD Link to comment Share on other sites More sharing options...
blackkat9666 Posted January 13, 2010 Author Share Posted January 13, 2010 @Soul:> I honestly doubt Kris will be willing to release his code.> > If drops are server side, you could use Call GivePlayerItem(index, F_Num, F_Amount, F_Durb)you mean instead of the item dropping it would go directly into the inventory?if that's it, what happens if the inventory's full? XD Link to comment Share on other sites More sharing options...
MasterBit13 Posted January 13, 2010 Share Posted January 13, 2010 @blackkat9666:> @Soul:> > > I honestly doubt Kris will be willing to release his code.> > > > If drops are server side, you could use Call GivePlayerItem(index, F_Num, F_Amount, F_Durb)> > you mean instead of the item dropping it would go directly into the inventory?> if that's it, what happens if the inventory's full? XDOn ground… Lol Link to comment Share on other sites More sharing options...
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