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Murder Specify.

 
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Author Message
Nosferatu



Joined: 22 Jul 2006
Posts: 61

PostPosted: Fri May 25, 2007 9:05 am    Post subject: Murder Specify. Reply with quote

In which file i can specify after what count of killing people Player become a murder ?
And how long ?
Thnx

Author Message
CWO



Joined: 04 Feb 2006
Posts: 699
Location: Chicago, IL USA

PostPosted: Fri May 25, 2007 3:28 pm    Post subject: Reply with quote

scripts/misc/chrdeath.src is where the character dies so there's a start at least where the counts and possibly color gets applied to the person initially. Other than that its probably a startup script that goes through everyone online and sees if their timer expired yet to decay them off.

Author Message
Nosferatu



Joined: 22 Jul 2006
Posts: 61

PostPosted: Sat May 26, 2007 2:12 pm    Post subject: Reply with quote

OK, thnx

Author Message
Nosferatu



Joined: 22 Jul 2006
Posts: 61

PostPosted: Sat May 26, 2007 2:37 pm    Post subject: Reply with quote

Sorry but i can't find where it's controled

Code:


Use uo;
Use os;

Include "include/dotempmods";
Include "include/objtype";
Include "include/client";
Include "include/possess";
Include "include/reportmurder";
Include "include/yesno";
Include "include/dismount";
Include "include/myutil";
Include "include/res";
Include "include/constants/propids";
Include "include/ranksystem";

Program chrdeath(corpse,ghost)

   Set_Critical( 1 );

   EraseObjProperty( ghost, PROPID_MOBILE_KILLED_BY );
   EraseObjProperty( ghost, PROPID_MOBILE_GUARD_KILLED );
   EraseObjProperty( ghost, PROPID_MOBILE_MAGIC_REFLECTION );
 
    AwardFrag( ghost );
       
   
   SetObjProperty( corpse, PROPID_CORPSE_CORPSE_OF, ghost.serial );

   // Anti looting bug fix for bags.
   foreach item in enumerateitemsincontainer(corpse)
      if( item.IsA(POLCLASS_CONTAINER))
      if (item.usescript) SetObjProperty( item, "old_us", item.usescript ); endif
      item.usescript := ":loot:noview";
      endif
   endforeach

   ReequipCursed(ghost,corpse);
   CurePoison(ghost);
 
/*
   if( Cint(GetObjProperty( ghost , "AttackedSelf" )) > 5 )
      foreach item in EnumerateItemsInContainer( corpse )
         DestroyItem( item );
      endforeach
      DestroyItem( corpse );
   endif
*/

   if( !ghost.cmdlevel )
      RevokePrivilege(ghost,"hearghosts");
      RevokePrivilege(ghost,"seeghosts");
   endif

   if( ghost.dead && (ghost.graphic != 0x192) && (ghost.graphic != 0x193) )
        ghost.graphic := 402 + Cint(ghost.gender);
   endif

   set_critical(0);

   if(len(ghost.reportables)>0)
      SendReportGump(ghost);
   endif

   set_critical(1);
   EraseObjProperty(ghost,"mr");

   var corpsename:=ghost.name;
   var mount;
   foreach item in ListRootItemsInContainerOfObjtype(corpse,0xF021)
      mount:=item;
   endforeach

   if( mount )
        Dismount(ghost,mount);
    endif
       
   WipeMods( ghost );
   RecalcVitals( ghost );

   set_critical( 0 );

   SetObjProperty(ghost,"death",ReadGameClock()+3600);

endprogram

function FindMyPack(myserial)
    var mybank:=OpenTamedStorageAreas();
    var bank_obj_name:="Bankbox  "+hex(myserial);
    var bankbox:=FindRootItemInStorageArea(mybank,bank_obj_name);

    if (!bankbox) bankbox:=CreateRootItemInStorageArea(mybank,bank_obj_name,UOBJ_BANKBOX); endif

    return bankbox;

endfunction


function OpenTamedStorageAreas()
    var bank:=FindStorageArea("Tamed Storage");

    if (!bank) bank:=CreateStorageArea("Tamed Storage"); endif

    return bank;
endfunction



function ReequipCursed(ghost,corpse)
 
    set_critical(1);
   foreach item in EnumerateItemsInContainer(corpse)
      if( GetObjProperty( item, "StayEquipped" ) && GetObjProperty( item,"Cursed" ) )
         EquipItem(ghost,item);
      endif
   endforeach

   foreach item in EnumerateItemsInContainer(ghost.backpack)
      if( GetObjProperty( item, "StayEquipped" ) && GetObjProperty( item,"Cursed" ) )
         EquipItem(ghost,item);
      endif
   endforeach
   set_critical(0);

endfunction

i seek for a colors of players(Criminal Murder )and for a time that they stay in that colors.

Author Message
Nosferatu



Joined: 22 Jul 2006
Posts: 61

PostPosted: Sat May 26, 2007 2:51 pm    Post subject: Reply with quote

Code:
General General
{
   CriminalFlagInterval   0      # Time, in seconds, for which you will be marked criminal
   AggressorFlagTimeout   0      # Time, in seconds, for which you will be marked an aggressor
}

I am find that in repsys.cfg

Author Message
CWO



Joined: 04 Feb 2006
Posts: 699
Location: Chicago, IL USA

PostPosted: Sat May 26, 2007 6:03 pm    Post subject: Reply with quote

repsys is for being grey, but not red.

Code:
Include "include/reportmurder";


its included in your death script. That will give you an idea of what props are being set and controlled. Once you know the props, look for another script thats using those props and you'll find where your timer is.

Author Message
Nosferatu



Joined: 22 Jul 2006
Posts: 61

PostPosted: Sun May 27, 2007 1:36 pm    Post subject: Reply with quote

ok , thnx, i'll try...

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