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Forum: Quests::Q&A 07-19-2009, 10:45 PM
Replies: 3
Views: 2,301
Posted By Sion
The variable for the player's class is actually...

The variable for the player's class is actually $class rather than $uclass. $class stores the name of the player's class as a string,
so if you wanted to check if the player was a shadowknight in...
Forum: Development::Feature Requests 07-03-2009, 05:26 PM
Replies: 3
Views: 3,175
Posted By Sion
There are a lot of scenarios where it could come...

There are a lot of scenarios where it could come in handy. If you have an npc that will only let you pass if you answer a riddle or
solve a puzzle, it would allow a player to choose an answer...
Forum: Development::Feature Requests 07-03-2009, 05:20 AM
Replies: 3
Views: 3,175
Posted By Sion
Saylink and EVENT_PROXIMITY_SAY requests

There are three things I would love to see done with saylinks that would make them even more powerful:
- Having the option of making saylinks private - where the saylinks won't actually make the...
Forum: Quests::Q&A 06-30-2009, 02:08 AM
Replies: 4
Views: 2,534
Posted By Sion
elsif works but in this case you would want to...

elsif works but in this case you would want to just use else. elsif is basically an else statement and an if statement combined.
Forum: Quests::Q&A 06-30-2009, 01:36 AM
Replies: 4
Views: 2,534
Posted By Sion
This should work: sub EVENT_SPAWN { my $x;...

This should work:

sub EVENT_SPAWN {
my $x;
my $y;
$x = $npc->GetX();
$y = $npc->GetY();
quest::set_proximity( $x-30,$x+30,$y-5,$y+5);
}
Forum: Quests::Q&A 06-27-2009, 08:46 PM
Replies: 1
Views: 2,273
Posted By Sion
Itemlinks and Saylinks in Popup Windows

Is it possible to use itemlinks and saylinks from a popup window? I have tried using the following code which should work: my $linkitem = "<a...
Forum: Development::Feature Requests 06-22-2009, 06:41 PM
Replies: 4
Views: 2,727
Posted By Sion
Oh ok nevermind. I wasn't sure if the player...

Oh ok nevermind. I wasn't sure if the player position was sent to the server more often, but the server just didn't send the positions of the other players back to the client as often or something...
Forum: Development::Feature Requests 06-22-2009, 05:50 PM
Replies: 4
Views: 2,727
Posted By Sion
The proximity spawning is an awesome idea. For...

The proximity spawning is an awesome idea. For what I was doing, I was just thinking of increasing the amount of player position updates. A lot of the perl scripts I use take player position into...
Forum: Development::Feature Requests 06-21-2009, 08:32 PM
Replies: 4
Views: 2,727
Posted By Sion
Player position

Is there any way to setup a rule that controls how often player position is updated?
Forum: Development::Development 06-11-2009, 04:46 PM
Replies: 48
Views: 13,230
Posted By Sion
I think it would help a lot if there was at least...

I think it would help a lot if there was at least an option to make the saylink not actually make the player say something. If you combined that with using $client->Message("(npc) says ...") instead...
Forum: Development::Development 06-06-2009, 03:58 PM
Replies: 48
Views: 13,230
Posted By Sion
Is there any way to make it where when the player...

Is there any way to make it where when the player clicks a saylink, the npc they are talking to responds as if they said that but the player doesn't actually say anything?
Also, can you make the...
Forum: Development::Feature Requests 05-31-2009, 01:34 PM
Replies: 8
Views: 3,176
Posted By Sion
Awesome, thanks. This should help a lot.

Awesome, thanks. This should help a lot.
Forum: Development::Feature Requests 05-30-2009, 08:18 PM
Replies: 8
Views: 3,176
Posted By Sion
I would say that could be a better way to handle...

I would say that could be a better way to handle scripted spells. I don't know how much harder that would be to add but it would be awesome being able to attach a script directly to a spell. But I...
Forum: Development::Feature Requests 05-30-2009, 01:17 AM
Replies: 8
Views: 3,176
Posted By Sion
Question Event_cast

Would it be possible to add a player event like EVENT_CAST that goes off when a player casts a spell? I know there is EVENT_CAST_ON for an npc,
but that requires casting the spell on an npc in order...
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