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I'm fixing the PreventDeath ordering  XML
Forum Index -> Druids RPG Development
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TheDruidXpawX

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Joined: 12/19/2004 18:32:13
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I'm just going to fix this.

We'll have the following ordering:

1) bool PrePreventDeath(Killed, Killer, damageType, HitLocation)
(If all PrePreventDeaths return false)
2) void PotentialDeathPending(Killed, Killer, damageType, HitLocation)
3) bool GenuinePreventDeath(Killed, Killer, damageType, HitLocation)
(If all GenuinePreventDeath return false)
4) void GenuineDeath(Killed, Killer, damageType, HitLocation)

1 - PrePreventDeath can be used to eject players from vehicles,
2 - PotentialDeathPending can be used for ultima
3 - GenuinePreventDeath can be used for Ghost
4 - GenuineDeath can be used for NoWeaponDrop

I guess the basic concept here is there's different levels of dead. The lesser levels we dont want to trigger ultima for, and the greater levels we want to trigger the no weapon drop code.

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TheDruidXpawX

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Joined: 12/19/2004 18:32:13
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I'll let you know when it's in

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The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
TheDruidXpawX

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Forgot the AbilityLevel param

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The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
TheDruidXpawX

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Joined: 12/19/2004 18:32:13
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The initial class and game rules are in.

To handle this now, you extend RPGDeathAbility

RPGDeathAbility has the doc in it, but it's basically as described above.

Dont override PreventDeath anymore. Use these methods instead.

Also, if anyone gets gung-ho and wants to update the existing code, I'm all for it.

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The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
TheDruidXpawX

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I'm not actually loading the game rules yet. That's on my to-do list, but the core of the changes is in, so you should be able to start cookin.

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The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
TheDruidXpawX

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Ok, MutDruidRPG is in. You should be able to add this to your mutator list and go hog wild

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The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
BotFodder

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Joined: 01/13/2006 15:23:41
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All DruidsRPGcvs classes that were children of RPGAbility and used PreventDeath should now be coded to use RPGDeathAbility appropriately.

Note, however, that they haven't been tested in *any* enviorn. But it compiled without warning (as of 2018 ET, including Medic Awareness).

I'll be playing with it tomorrow on my test server.

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