I have a piece of code that I have a small question about wondering if anyone could help me out.
This script tested and works, will reward x amount of "points" to players as virtual currency (table in the DB)
OnCreatureKill = Ingame "You receive: 10 Points."
But the problem is, even if the player that kills the creature is in a group the whole group doesn't get loot and I was wondering If there was a way to register such a function
Kind of like item_template Flags: 2048 (0x0800) "Item is party loot and can be looted by all"
partial code
If there was something like
"..add the currency.." is just a placeholder for really long SQL UPDATE statements that got cluttered in the
This script tested and works, will reward x amount of "points" to players as virtual currency (table in the DB)
OnCreatureKill = Ingame "You receive: 10 Points."
But the problem is, even if the player that kills the creature is in a group the whole group doesn't get loot and I was wondering If there was a way to register such a function
Kind of like item_template Flags: 2048 (0x0800) "Item is party loot and can be looted by all"
Code:
[URL="http://collab.kpsn.org/display/tc/item_template#item_template-Flags"]Source - Reference (TrinityCore)[/URL]
partial code
Code:
void OnCreatureKill(Player* player, Creature* creature)
{
if (creature->GetEntry() == CREATURE_ENTRY)
{
..add the currency..
}
else
{
..add the currency..
}
}
If there was something like
Code:
void OnCreatureKill(Player* player, Creature* creature)
{
if (creature->GetEntry() == CREATURE_ENTRY)
{
if (player->GetSession()->IsInParty() == True) ???
{
..add the currency..
}
else
{
..add the currency..
}
}
}
"..add the currency.." is just a placeholder for really long SQL UPDATE statements that got cluttered in the
Code:
so I just omitted it.
Any help is appreciated,
Thanks.