Open WibbenZ opened 9 years ago
Can you post screenshots on how it should be, if it is from Cipsoft's?
Yes, no sorry I don't have an SS, you can look here when Bubba battles if you wanna see it in action - http://www.twitch.tv/bubbagame/profile Or on his youtube channel (bubbagame).
All it does is simply print out does things, and not kicking the player kinda :p
I think we should put them in a new Player:onDeath event.
Would be a good ide, since then people can still use the old one (if they for some reason want to)!
Someone is working to improve the death system?
Probbly not, it's not a hard thing to implement I did it a while ago but the order got fucked so I deleted the code. And since we have some of the code in Lua and some in C++ it's not an easy task to get them in the correct order.
So if we want this we either have to move all of the onDeath codes to Lua or move the Lua codes back to C++.
Do you have any idea where to start?
I started here I think, https://github.com/otland/forgottenserver/blob/master/src/player.cpp#L1988 The downgraded code is there. You have to serach for the messages we already have and see where it starts and then see what you can do in Lua and what you can have to do in C++. But you really should have a config boolean to turn it off, since you can't remove it by just editing a Lua file.
ref #3251
This is pretty complex (imo far more game breaking potential than sightline) so I recommend starting in 1.5 development cycle.
I experimented with the player death code a bit (months ago) and there was a lot of things to redirect. Basically you have to emulate death and logout without sending either of these packets and without removing the player object itself.
The other problem are player related timed events. Giving the player a new creature id (or even whole object) would be perfect, but that's another spot at which crashes may happen (or rooking-caused memory leaks).
On the other hand a timed event (post death) opens new possibilities so making new player id/object might be a problem.
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