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Re: [awaiting patch] RPs for Healing

PostPosted: Fri Mar 13, 2009 7:02 pm
by Graveen
in fact you can remove the SP,
use serverrules to know if you can get rps (so both target is gameplayer and not IsAllowedToAttack - guess you have nothing to change, simply use the method of the server rule :D )
oh, when you implement the RP logic, can you take in consideration the RP multiplier (iirc there is one in SP ?)

For the patch, msn me if you want help : actually your code is certainly working, but if you could both change to what we suggest, and make it testable and safe to integrate (yes this is the why of the patch, and why it'll be except for tiny changes the way to work).

Anw, once again, this is not that your patch is not good, this is simply the SVN criterias are a bit differents ;)

/bow ! ;)

Re: [awaiting patch] RPs for Healing

PostPosted: Sat Mar 14, 2009 5:47 am
by stephenxpimentel
Patch :D

http://download286.mediafire.com/30z0zm ... dler.patch

I'm thinking we should add a server property for RPs_FOR_HEALING though.

Re: [awaiting patch] RPs for Healing

PostPosted: Sat Mar 14, 2009 7:36 am
by Graveen
Thx !

for the SP idk, perhaps, but if such a sp like this exists, we should add switch for rps on rez, rps on door repairing, rps on keep/tower taken, etc... to have sense.
If this is to prevent an abuse of the feature, this is not the 'good' reason for creating an SP.

Under reflexion, so :p

Re: [under discussion] RPs for Healing

PostPosted: Sat Mar 14, 2009 3:42 pm
by stephenxpimentel
i had a talk with Blues last night, and he convinced me that a server property really isnt needed, as its only like 3 lines of code, they can comment it out or something :D