In which file i can specify after what count of killing people Player become a murder ?
And how long ?
Thnx
Murder Specify.
Sorry but i can't find where it's controled
i seek for a colors of players(Criminal Murder )and for a time that they stay in that colors.
Code: Select all
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
Code: Select all
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
}
repsys is for being grey, but not red.
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.
Code: Select all
Include "include/reportmurder";