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Old 01-03-2019, 07:01 PM
phate8908
Fire Beetle
 
Join Date: Dec 2018
Posts: 12
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before you read... i refrence only lua for any quest script stuff... i'm sure there is a perl alternative but... i'm too lazy to look it up...


Quote:
Originally Posted by pharone1 View Post
Dual Wielding And SKs
What I've found so far is that while I can change Innoruuk's Curse (SK Epic 1.0) a 1HS non-lore weapon, I am not able to get the game client to allow a shadowknight to dual wield. So, I will be instead using a warrior as my base class to modify, and giving it SK spells/abilities.
This should answer the question to this.


Quote:
Originally Posted by pharone1 View Post
Evolving Items
I have not been able to figure out if it is possible to implement evolving items yet. My searches on the forums have come up short. Anybody know if it is implemented in EQemu?

What I making it so that once you get a weapon, you keep that weapon for the duration of the game. Instead of upgrading to new weapons, your weapon levels up along with you. My first thought is that I can use evolving items to accomplish this design goal. If not, I will probably create AAs that you can gain at particular levels that when activated deletes your current weapon and gives you the new level of that weapon.
Code:
client:SendItemScale(Lua_ItemInst inst); -- void
scales the item based off of what ever you have the inst set to... might want to go look at item scaling in general...

Quote:
Originally Posted by pharone1 View Post
Kill Count Achievement
Does anybody know if there is a built in mechanic in EQemu to keep track of number of kills per race (or name of mob)? On EQ Live, they have hunter and slaughter achievements that automatically track things like number of skeletons killed, and give you a reward when you hit a certain number. If that system is implemented in EQemu, I want to use it to further evolve the player's weapon. The idea is that if you kill 100 skeletons/ghosts/zombies, you get an achievement that adds +5 Undead Bane Damage to your weapon. It doesn't change the sword, but rather gives you the new weapon that has +5 Undead Bane Damage on it.
Code:
mob:GetRace(); -- int
this will get the race id

Code:
mob:SetGlobal(const char *varname, const char *newvalue, int options, const char *duration); -- void
mob:SetGlobal(const char *varname, const char *newvalue, int options, const char *duration, Lua_Mob other); -- void
mob:TarGlobal(const char *varname, const char *value, const char *duration, int npc_id, int char_id, int zone_id); -- void
or
Data-Buckets
to store the counter

for the +bane damage... augment and set its scale?
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