function onDeath(cid, corpse, deathList)
if getPlayerBlessing(cid,5) then
if (getCreatureSkullType(cid) == SKULL_RED) then
doCreatureSetDropLoot(cid, false)
end
end
return true
end
if(skull > SKULL_WHITE || (item->getContainer() && tmp < loss) || (!item->getContainer() && tmp < itemLoss))
{
g_game.internalMoveItem(NULL, this, corpse, INDEX_WHEREEVER, item, item->getItemCount(), 0);
sendRemoveInventoryItem((slots_t)i, inventory[(slots_t)i]);
}
if(skull > SKULL_BLACK || (item->getContainer() && tmp < loss) || (!item->getContainer() && tmp < itemLoss))
{
g_game.internalMoveItem(NULL, this, corpse, INDEX_WHEREEVER, item, item->getItemCount(), 0);
sendRemoveInventoryItem((slots_t)i, inventory[(slots_t)i]);
}
function onPrepareDeath(cid, lastHitKiller, mostDamageKiller)
if getCreatureSkullType(cid) == SKULL_RED) then
doCreatureSetDropLoot(cid, false)
end
return true
end
function onPrepareDeath(cid, lastHitKiller, mostDamageKiller)
if getCreatureSkullType(cid) == SKULL_RED) then
doCreatureSetDropLoot(cid, false)
end
return true
end
function onPrepareDeath(cid, lastHitKiller, mostDamageKiller)
if getCreatureSkullType(cid) == SKULL_RED) then
doCreatureSetDropLoot(cid, false)
end
return true
end
function onPrepareDeath(cid, lastHitKiller, mostDamageKiller)
if getCreatureSkullType(cid) == SKULL_RED then
doCreatureSetDropLoot(cid, false)
end
return true
end
<event type="preparedeath" name="RedSkull" event="script" value="redskull.lua"/>
function onPrepareDeath(cid, lastHitKiller, mostDamageKiller)
if(isPlayer(cid) == TRUE and getPlayerSkullType(cid) == SKULL_RED) then
doCreatureSetDropLoot(cid, false)
end
return true
end