samco
4x4 Developer.
It what it does.Guys, is it possible to make it like that all the players will get a reward who fight (hit) the monster? But NOT in party?
Same..I was looking for that too
Does it even check for Party?
Nope
It what it does.Guys, is it possible to make it like that all the players will get a reward who fight (hit) the monster? But NOT in party?
Same..I was looking for that too
Does it even check for Party?
No, he's giving reward to any player who hit the boss creature.So technically, you only want players who aren't in party to get reward? Am i correct?
You're gonna miss lots of things..Just wanted to point out that you could technically create an onStatsChange script with a global table, and insert each players damage into it..
Then when the onKill event is called, you could iterate through the damage values from the global table, and find out who's done most, second_most, third_most damage.
Then of course give special or tiered loot based on those values.
Although I think this is poor game design, as your not taking into account everyone's contributions to the fight.
Damage Received / Damage Dealt / Damage Mitigated (shields) / Damage Healed
And then, if it's a multi-event boss, you could add in other attributing factors that lead to or end each event.
oh well. xP
1) when a player dies, they are no longer online and/or not in the boss area any longer. You can simply check to ensure they are within a specific area before distributing rewardsYou're gonna miss lots of things..
1-Player attacked then died, you will need a onDeath script, that when any player dies.. you will have to go through the list to remove his name
2-A normal player attacking, you stored his old attack once, the next time you can't add it to the table, you have to go through the table and find his name and change this value
3-You'll have to create a global table for each boss(can be avoided i suppose)
4-A player hit the boss and long time passed,Does it still remain the attack?
It'll be more like hardcoded and hard to debug
What you stated above is all true,And could be done..but source edit would just make it 10x easier,just that1) when a player dies, they are no longer online and/or not in the boss area any longer. You can simply check to ensure they are within a specific area before distributing rewards
2) table_value = table_value + new_value -- doesn't seem that hard or complicated.
3) global_boss_table = {} -- each creature has a unique cid, more or less.. and yes it can overlap eventually, but when the boss dies, just clear the table of it's values after 30 seconds using an addEvent, so it doesn't interfere with onKill scripts et cetera.
4) You could add a time-stamp to the original attack, and if it's been longer then x minutes, then overwrite the time stamp & attack values to start fresh.
Anyways, I'm not arguing that it'd be a pain in the ass to set-up / think of all situations where it could break, I was just stating that it didn't require a source it.
Its for 0.4not working for me too, tfs 1.3 downgrade to 8.6 by nekiro, no errors in console...
<event name="bossloot" type="kill" script="bossloot.lua"/>