Quote:
Originally Posted by -Shunsui-
shouldent it be if (Attacker.Owner.MyGuild.Enemies == MyGuild.Members)
or something
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<_<... enemies = list of enemy guilds (unless lotf is super messed up) and members is list of guild members... so no.
Grrr this is bugging me, opening lotf.
Ok: first problem. Lotf doesn't have allies/enemies coded (at least in the old shitty version I have)
For the random crap source I have here, under character.cs there is
Code:
if (!BlueName)
{
Attacker.BlueNameLasts += 45;
if (Attacker.Enemies.Contains(EntityID))
Attacker.PKPoints += 5;
else
Attacker.PKPoints += 10;
}
what you SHOULD be able to do (if allies/enemies were coded properly) is
Code:
if (!BlueName)
{
Attacker.BlueNameLasts += 45;
if (Attacker.Enemies.Contains(EntityID))
Attacker.PKPoints += 5;
else if (Attacker.MyGuild.Enemies.ContainsKey(MyGuild.GuildID))
Attacker.PKPoints += 3;
else
Attacker.PKPoints += 10;
}
This is using a dictionary to store int/guild structure for enemies where the int key is the guild id.