I'm trying to not respawn all MVPS that were killed (normal MVPS, no branches), so whenever I reload my scripts or restart the server, the tomb will remain there, and MVPS will be waiting the same respawn as they had when they were killed.
I've also used a top 3 of people with more damage on the tomb, maybe I could keep that too somehow?
I tried with some scripts (like spawning the MVP manually) but had no success at all because the convex mirror would not work as intended.
So I tried editing the source code manually (which I don't know would be correct for this scenario) - but I have something working like:
- Use the custom MVP logs to save in DB info about who did/how much damage, the killer, and some other info like the respawn time.
- Then when I spawn the mobs in mob.cpp I check only for bosses through SQL if the mob is in respawn or not, in case is in respawn -> spawn the tomb with the data I mentioned, if should be already out -> spawn the normal mvp.
For that, I had to use some customized functions based on the original ones, like adding more parameters or skipping some behavior on those ones (like unnecessary checks) + set the correct respawn timer.
The question is, is there any better approach to do this? - Is it fine the approach I did to update the source code?..
I checked many posts about it but I got no success with them yet.
Question
Joshua93
Link to comment
Share on other sites
3 answers to this question
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.