KyleMassacre Posted March 24, 2013 Share Posted March 24, 2013 Hello there NWE community! I am creating a module to mug other players through the combat module and I am almost done with it but here is a quick run down: A player starts a combat session: [ATTACH=CONFIG]891[/ATTACH] [ATTACH=CONFIG]892[/ATTACH] And if the player wins then they "Mug" money from that player [ATTACH=CONFIG]893[/ATTACH] I added a user variable just incase people wanted to display mug stats like how much money a player has mugged from another Things to come is: A mug back feature, where if the attacker loses then the player attacked will take money from their beaten down body Quote Link to comment Share on other sites More sharing options...
a_bertrand Posted March 24, 2013 Share Posted March 24, 2013 Cool and fun... maybe I should avoid to go aroud with too much money then! Quote Link to comment Share on other sites More sharing options...
KyleMassacre Posted March 24, 2013 Author Share Posted March 24, 2013 So, im having a little issue with the mugging back and can use a bit of help alain. Im looking at the start combat func and see a success link (which works fine) but the fail link im having a problem with. To me it looks like the only time it lets me use the fail link is if the inhospital function doesnt exist or if I leave the fail link blank. Is it supposed to be like that and/or is there a way to change it to be able to set a fail link and default to something if its blank? Quote Link to comment Share on other sites More sharing options...
a_bertrand Posted March 25, 2013 Share Posted March 25, 2013 MMm maybe there is a bug there. I will check today and let you know. Quote Link to comment Share on other sites More sharing options...
sniko Posted March 25, 2013 Share Posted March 25, 2013 .....why mug me, Kyle? :p I wanna look at the source when I have a chance, if I may, Kyle? Quote Link to comment Share on other sites More sharing options...
a_bertrand Posted March 25, 2013 Share Posted March 25, 2013 Ok the combat module should have been updated, and should link you to the lost battle link in case you loose... without putting you in the hospital. Is it what you want? Quote Link to comment Share on other sites More sharing options...
KyleMassacre Posted March 25, 2013 Author Share Posted March 25, 2013 Yeah sounds great! But if you dont provide a fail link will it still default to something just incase? Quote Link to comment Share on other sites More sharing options...
a_bertrand Posted March 25, 2013 Share Posted March 25, 2013 If you don't provide it will put you in hospital Quote Link to comment Share on other sites More sharing options...
KyleMassacre Posted March 26, 2013 Author Share Posted March 26, 2013 Alright alain worked like a charm. Here is a little screeny now of me losing an attack [ATTACH=CONFIG]896[/ATTACH] Hope you enjoy!! Quote Link to comment Share on other sites More sharing options...
gmoore Posted March 26, 2013 Share Posted March 26, 2013 How did you do that ...... awesome! Quote Link to comment Share on other sites More sharing options...
KyleMassacre Posted March 26, 2013 Author Share Posted March 26, 2013 (edited) It is actually the easiest thing I have done and ill submit it soon. Ok its submitted and as soon as it gets accepted ill open it up for download Edited March 26, 2013 by KyleMassacre submitted to MP Quote Link to comment Share on other sites More sharing options...
KyleMassacre Posted March 26, 2013 Author Share Posted March 26, 2013 The module has been accepted. So now you guys can see how simple the combat module makes it to create any type of personalized combat extension. Quote Link to comment Share on other sites More sharing options...
DungeonMaster Posted June 20, 2013 Share Posted June 20, 2013 Does this notify the user about their loss and who did it? How does the mugging take place through actual combat? What stops a really high level players from just taking gold from all the weaker ones? Quote Link to comment Share on other sites More sharing options...
KyleMassacre Posted June 20, 2013 Author Share Posted June 20, 2013 Does this notify the user about their loss and who did it? How does the mugging take place through actual combat? What stops a really high level players from just taking gold from all the weaker ones? Hmmmm. 1. I haven't actually looked at this code in a while but I believe I send a message to the player if not I can add that in easily 2. Through the start player combat function. This function is quite nice the way it is set up. 3. Nothing stops them I didn't add any type of safeguard to protect weak players. if your economy is balanced right weak, or lower players won't have a lot of money so the big guys probably won't waste their AP on them that often ;) Quote Link to comment Share on other sites More sharing options...
DungeonMaster Posted June 20, 2013 Share Posted June 20, 2013 So do they have to actually fight before they mug? I may look at adding this in although I think the message option is a necessity so I don't get complaints like "Its not working, my gold is disappearing!" Quote Link to comment Share on other sites More sharing options...
KyleMassacre Posted June 20, 2013 Author Share Posted June 20, 2013 Yes, it does go through the combat scenario. So just check it out and if its not there then its super easy to add but I'm like 90% sure I added something for a notification Quote Link to comment Share on other sites More sharing options...
DungeonMaster Posted June 20, 2013 Share Posted June 20, 2013 Nice little addition but no message. Quote Link to comment Share on other sites More sharing options...
KyleMassacre Posted June 20, 2013 Author Share Posted June 20, 2013 Nice little addition but no message. Ok when I get a moment I can update it but for now you can add it in there if you would like. It would be much quicker that way anyway Quote Link to comment Share on other sites More sharing options...
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