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How can I delete the skull system?

Alegres

You break it you buy it
Joined
Jun 27, 2009
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Location
Wroclaw,Poland
I want to delete whole skull system, make players don't loose anything after death and just respawn in temple without any loss. How can I do it?
 
Try replace:
[cpp]virtual void setSkull(Skulls_t newSkull) {skull = newSkull;}[/cpp]
with:
[cpp]virtual void setSkull(Skulls_t newSkull) {if(getPlayer()) return; skull = newSkull;}[/cpp]

Just an idea, don't know if it works though
 
Last edited:
If I'm not wrong you can enable hardcore-pvp and set the experience rate for killing players to 0 and you will have no skull system and no benefits for killing players? :)
 
AOL for black/red skull
XML:
	<event type="preparedeath" name="forever amulet" event="script" value="forever amulet.lua"/>	
	<event type="preparedeath" name="skull amulet" event="script" value="skull amulet.lua"/>
	<event type="preparedeath" name="charge amulet" event="script" value="charge amulet.lua"/>
	<event type="preparedeath" name="preparedeath" event="script" value="foreveraol.lua"/>

LUA:
  function onPrepareDeath(cid, lastHitKiller, mostDamageKiller)
        if (getPlayerSlotItem(cid, CONST_SLOT_NECKLACE).itemid == 2196) then
                doSendMagicEffect(getCreaturePosition(cid), CONST_ME_HOLYAREA)
                doCreatureSay(cid, "", TALKTYPE_ORANGE_1)
        elseif (getPlayerSlotItem(cid, CONST_SLOT_NECKLACE).itemid == 2196) and (getCreatureSkullType(cid)  < 4) then
                doSendMagicEffect(getCreaturePosition(cid), CONST_ME_HOLYAREA)
                doCreatureSay(cid, "", TALKTYPE_ORANGE_1)
               
        end
        return true
        end

LUA:
  function onPrepareDeath(cid, lastHitKiller, mostDamageKiller)
if (getCreatureSkullType(cid)  >= 4) then
        if (getPlayerSlotItem(cid, CONST_SLOT_NECKLACE).itemid == 2196) then
                doCreatureSetDropLoot(cid, false)      
                doSendMagicEffect(getCreaturePosition(cid), CONST_ME_HOLYAREA)
                doCreatureSay(cid, "", TALKTYPE_ORANGE_1)
        end
        return true
        end
        return true
        end

LUA:
  function onPrepareDeath(cid, lastHitKiller, mostDamageKiller)
  local amulet = getPlayerSlotItem(cid, CONST_SLOT_NECKLACE)
        if ((getPlayerSlotItem(cid, CONST_SLOT_NECKLACE).itemid == 2196) or (getPlayerSlotItem(cid, CONST_SLOT_NECKLACE).itemid == 2196)) then
                        doChangeTypeItem(amulet.uid, amulet.type+1)    
                doSendMagicEffect(getCreaturePosition(cid), 39)
        end
        return true
        end

LUA:
function onPrepareDeath(cid, lastHitKiller, mostDamageKiller)
    if isPlayer(cid) == true then
        if (getPlayerSlotItem(cid, 2).itemid == 2173) then
                doCreatureSetDropLoot(cid, false)       
                doRemoveItem(item.uid, 1)
        return TRUE
        end
    end
    return TRUE
end
 
Kinda dumb that you need to add 20 creatureevents if 1 function in source is enough to turn it off.
It's like 20 sec work.
 
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