Dries390
Well-Known Member
- Joined
- Sep 8, 2007
- Messages
- 91
- Solutions
- 4
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Hello again everyone,
I was wondering whether I'm misunderstanding the skull system in Nekiro's 8.6 downgraded TFS 1.3 or something is wrong. Here's an example of the script I'm using.
The code correctly applies a white skull to the player but it dissapears much faster than it should and also allows the player to enter a PZ regardless. PVP between two players works correctly. I've tried this on both a GM account and a normal account.
I was wondering whether I'm misunderstanding the skull system in Nekiro's 8.6 downgraded TFS 1.3 or something is wrong. Here's an example of the script I'm using.
Lua:
local pzLockTime = 1000 * 60 -- * 15
function Creature:onChangeOutfit(outfit)
return true
end
function Creature:onAreaCombat(tile, isAggressive)
return RETURNVALUE_NOERROR
end
function Creature:onTargetCombat(target)
if self then
if self:isPlayer() and isPlayer(target) ~= TRUE and (isInArray(listNamesPlayersFemale, target:getName()) or isInArray(listNamesPlayersMale, target:getName())) then
self:setSkull(SKULL_WHITE)
self:setSkullTime(pzLockTicks)
end
end
return RETURNVALUE_NOERROR
end
The code correctly applies a white skull to the player but it dissapears much faster than it should and also allows the player to enter a PZ regardless. PVP between two players works correctly. I've tried this on both a GM account and a normal account.