Assigning Perl Scripts to in game objects (Entity)
I'm trying to figure out how everything works and absorbing as much as I can from EQEmu Server but I'm missing some info.
I want to make a Merchant that sells a Cloth Cap #1001 and can be Hailed with a response. I can make the merchant in game with #spawn, #npcspawn, #npcedit, #repop Can I add inventory with a perl script? If so, how do I link that script to the newly added Entity |
Ok, it looks like the name of the NPC needs to be the same name as the pl file for it to trigger.
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Or NPC ID. It's all in the manual.
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I don't know if you can add merchant inventory items through script..would need to dig in and see how that's handled.
At the very least, it's probably not in the scripting apis. |
It looks like you can use quest::MerchantSetItem to add merchant inventory through a perl script. I have never used this but maybe? Replace npcid with the npc's ID, and howmanycaps with the total number you would like the npc to stock.
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sub EVENT_SAY { |
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Not sure what specifically you aren't finding on merchants. My comment was to the question title and your response about assigning scripts based on NPC name.
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Even though there is various tools for editing the database, (EOC, etc.) I use George's Tools for editing merchants, spawns, etc. Few steps to installing it but works for me.
http://www.georgestools.chrsschb.com/ As far as merchants keeping items sold to them, make sure, in variables table MerchantsKeepItems is set to 1 and in rule_values table World:ClearTempMerchantlist is set to false |
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