Hello. Inspired psychonaut's solution I've adjusted it for latest TFS code (loot is generated now in LUA instead of C++). This one is different from login12's and nekiro's where you have to click on corpse to get loot - now it will land in your backpack right after monster death. I can prepare similar solution for 0.4 if there are enough votes for it (let's say 2).
I won't post what to change in what line, instead here you have GitHub branch:
- otland/forgottenserver (https://github.com/otland/forgottenserver/compare/master...rookgaard:feature/autoloot)
You will have to also run this SQL command
I've prepared two usage examples:
Main difference is inside
Feel free to ask any question regarding to this. Hope you enjoy
I won't post what to change in what line, instead here you have GitHub branch:
- otland/forgottenserver (https://github.com/otland/forgottenserver/compare/master...rookgaard:feature/autoloot)
You will have to also run this SQL command
SQL:
CREATE TABLE IF NOT EXISTS `player_autoloot` (
`player_id` int(11) NOT NULL,
`list` blob,
UNIQUE KEY `player_id` (`player_id`)
) ENGINE=InnoDB DEFAULT CHARSET=utf8;
I've prepared two usage examples:
- first by using rope (can be another item which have "use with" option) on item inside container (that way you won't add dustbin or tree)
- second by using talkaction
Main difference is inside
data/events/scripts/monster.lua
where every autolooted item from corpse (gathered by custom method from data/lib/core/container.lua
) is moved to virtual container and later moved to player - that way it will stack items like gold.Feel free to ask any question regarding to this. Hope you enjoy