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Author Topic: dwellings_plunder  (Read 3548 times)
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Nightborn
Guest
« on: April 14, 2006, 12:28:32 PM »

Hi, I just thought that the dwellings system doesn't fully has the features that Sichae's house system had... the plunder was missing.

So here is my first 1.0 version:

-adminsettable max theft per level for each plunder
-adminsettable max amount of plunderings a day
-disable the plunder for specific dwelling types
-if you have a guard then the dwelling can't be plundered

-what I really like: 1/3 of the  time you try to plunder a random resident of the dwelling will engage you in combat with the normal weapon he has. also same values. yet you won't have any buffs Wink they are stripped. (excluding those allowed in training)

-if you fight and win -> you gain nothing but your life (fair I think)
-if you fight and lose -> you lose an adminsettable percentage of exp and all gold at hand

So try it and report errors/bugs.

Discussion welcome.

Section -> Download-> Misc
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orochi
Guest
« Reply #1 on: April 14, 2006, 03:49:21 PM »

how about a "raze" feature, where users can purchase flamable items in a shop, and raze homes depending on a random factor?

but instead of destroying the home, it just lowers the value to 0
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Nightborn
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« Reply #2 on: April 14, 2006, 03:55:42 PM »

this has not really much to do with "grab the gold and run"

but more with savaging the estate.

Talisman talked about such an issue too, it would simply be another module.
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duena
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« Reply #3 on: April 22, 2006, 10:33:58 PM »

Du triffst Knecht Jiriki und verursachst 82 Schadenspunkte!
Forbidden One is critically wounded...but before you can deliver the final blow you hear the other residents awake and the local authorities coming... so you have to leave... NOW... You feel that time and the energies are now flowing normally again.

Shoudnt it be the players name who ist critically wounded and not the house?
(speaking line 252 instead of -> $plunder['name'] -> $plunder['residentname'])


Furthermore, does it make sense to have the option to plunder your own house? I mean, not that there wont be players trying this out and lose a fight for this (which is nice and mean ^^), just seems a little odd on the other side.

Oh, and I guess it would be a nice treat that e.g. if a person scares off the intruder and defeats him/her, that this person gets the gold on hand or the owner of the house or so, if it is possible? (or I get it? ^^)
« Last Edit: April 22, 2006, 10:38:36 PM by duena » Logged

Der Kaffee muss heiss sein wie die Ksse eines Mdchens am ersten Tag, sss wie die Nchte in ihren Armen und schwarz wie die Flche ihrer Mutter, wenn sie es erfhrt.
Nightborn
Guest
« Reply #4 on: April 23, 2006, 03:04:06 AM »

Yes, should be the name Wink
I had name=targetname before the housename ...so I changed the name to residentname and forgot this line...

now players can't attack their own house.

it would be possible, yet I left it out deliberately =)

plunders should bug them, but if someone enters with 5000... was able to steal up to 0 (empty coffers) and then loses all (like now) but the 5000 go to the main guy... what would happen?

yes, a new way to transfer unlimited money =) level 15 -> go to a dwelling with 5 hp, let you defeat by someone who sleeps there (enter as often as necessary) and then lose your gold to him.
then on level 1 after the dk you wait for the other guy to enter your dwelling with 5 hp...and get all your money back.

<--that's why in pvp it's adjusted, and I left it out.
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Afkamm
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« Reply #5 on: September 12, 2010, 03:04:30 PM »

I found a bug.

There was a missing "global $session;" from the plunder_getout() function which stopped "$session['user']['specialmisc']" from being blanked. I noticed this when the navigation demon wouldn't go away. Smiley

New version uploaded.

Version is now v1.1

Download: Here.
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