Poll: What do you want to happen to /pickpocket?
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Keep it as it is
24.00%
6 24.00%
Decrease SS gain
4.00%
1 4.00%
Increase cooldown
16.00%
4 16.00%
Prevent repeated targetting
36.00%
9 36.00%
Create a safekeep
20.00%
5 20.00%
Remove it alltogether
0%
0 0%
Total 25 vote(s) 100%
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/pickpocket
#11
I don't think a conditional pickpocket success is something that's possible within the code :\.
#12
It is
Its hard to be clean when you play in the dirt.
#13
No I mean as in, all code always works through parameters and conditions.

For example, this is the code that arranges the command's success rate:

if level=[levelSelf>levelTarget]
  succesRate=[levelSelf-levelTarget+(number X)/100]

succesRate=[(number X)-levelTarget-levelSelf]  (the condition if the "If" condition is not true).


But for what you're proposing, you'll need to write THREE completely new parameters in the code. A parameter that tracks down how many times you've succesfully pickpocketed somebody;

if level=[levelSelf>levelTarget]
..succesRate=[levelSelf-levelTarget+(number X)/100]
..if success=1
....parameterWrite "pickpocketCount"
....add "pickpocketCount" 1
../


succesRate=[(number X)-levelTarget-levelSelf]  (the condition if the "If" condition is not true).


A new paramter that draws the ID of the target you've pickpocketed:

if level=[levelSelf>levelTarget]
..succesRate=[levelSelf-levelTarget+(number X)-"(target name Y)"/100]
..if success=1
....parameterWrite "pickpocketCount"
....add "pickpocketCount" 1
....parameterWrite "(target name Y)"
....add "(target name Y)" 1
../

succesRate=[(number X)-levelTarget-levelSelf]  (the condition if the "If" condition is not true).


AND a third parameter that tells that target count to drop.

if level=[levelSelf>levelTarget]
..succesRate=[levelSelf-levelTarget+(number X)-"(target name Y)"/100]
..if success=1
....write "pickpocketCount"
....add "pickpocketCount" 1
....parameterWrite "(cooldown target name Y)"
....set "(cooldown target name Y)" 3600
....parameterWrite "(target name Y)"
....add "(target name Y)" 1
../

sum "(cooldown target name Y)"/0.25t (dependant on the ticks per second)
if "(cooldown target name Y)" = 0
..set "(target name Y)" 0

/

succesRate=[(number X)-levelTarget-levelSelf]  (the condition if the "If" condition is not true).



Are you catching my drift? You'll need to add 3 whole new lines of conditions, and let that very code draw two variables that read off the target. I'm not saying it's impossible, but on the plugin user's end, it's something you don't exactly have easy access to.
#14
doesnt need to be successful pickpockets, just each one. Also tl;dr
Its hard to be clean when you play in the dirt.
#15
(12-12-2015, 03:53 AM)RunnerNS Wrote: Also tl;dr

Rude ;-;
#16
I haven't been playing on the server too long but I feel the command is fine the way it is, and if there needs to be a tweak the only one I agree with is the increase of cool down. 50k-150k is a perfect amount as it is right now, given that I have had many people pickpocket me and at most only get 110k. The use of it is up to ones own risk.

When I am on this is the way I see it. If a person just pick pocketed a random new play or someone I know that is not doing well for SS, then I pickpocket that person as a way to discourage them doing it. There have been a few instances where it has started a pickpocket war but that is half the fun and you end up laughing about it in the end.

Although SS gain isn't great, it is still fairly easy to gain it. The 50k every few minutes as well as the high amounts of mobs in the arena's make it fairly easy for players to gain SS, and this is talking from experience. A couple hundred k is a mere 20 minutes or so.

I think it is fine the way it is. And after all, its part of the game and it is only a game.
#17
Well, the system is actually old, it is from before the overhaul in July. From the same period where you also would get 1% of the persons' SS when you killed them in PvP.
#18
(12-12-2015, 04:22 AM)Knuffeldraak Wrote:
(12-12-2015, 03:53 AM)RunnerNS Wrote: Also tl;dr

Rude ;-;

I agree.



Regarding Pickpocket... it is one of the first commands I wrote, has had a bit of an overhaul.. but is probably due for another one.

Adding ability to not be pick pocketed twice in a row and/or the same player in a certain time is someting i could potentially implement now, as my skillset in programming has expanded since i first wrote this.

Currently, the success rate/chance is a lot less complicated then you think.

For a level 20 scout, pickpocket amounts are as follows:
Min Amount = 10k
Max Ammount = 25k
30% chance of success

Every 10 levels, the min and max ammounts double and the success rate increases by 5% to levle 60 (Where the class splits at lvl 70 into the 2 sub classes)
Min Amount = 50k
Max Amount = 125k
50% chance of success.

@Knuffeldraak, I very much like your formula though in that it considers the players level and level difference
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#19
Much appreciated, and thank you for your message on this matter.

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