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  #1  
Old 01-03-2019, 04:08 PM
pharone1
Sarnak
 
Join Date: May 2005
Posts: 56
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I officially started my server development a couple days ago.

I'm currently in the "try this and see what happens" phase.

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.


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.

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.

Thanks everybody for the help.
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  #2  
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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  #3  
Old 01-04-2019, 10:09 AM
pharone1
Sarnak
 
Join Date: May 2005
Posts: 56
Default

Quote:
Originally Posted by phate8908 View Post

Data-Buckets
to store the counter

for the +bane damage... augment and set its scale?
The buckets thing looks very promising. I have to ask though because I am so very new to all of this, is that something already built in to the EQemu server, and I can just access it in some lua file, or do I need to pull that code down and somehow implement it?

From the examples I saw on the buckets page, it looked like "sub EVENT_DEATH_COMPLETE" would be the perfect place to add in code for tracking mob type kill counters. Again, super new, so I'm assuming this EVENT_DEATH_COMPLETE is in a text (possibly LUA) file somewhere on the server that I can modify. If so, I'd likely set it up to give a /say after each kill to tell the user how many of that monster type they have killed, and as they hit a set threshold for that monster type, award them an item (example. weapon aug).

It would have been nice if their running totals could have been shown in the achievements system, but I can get around that with an NPC that they can talk to in order to see their running totals.

Actually... now that I think about it, I could create an AA for the various threshold levels I want to award the user, and assign them the AA as they meet that kill total.

I wonder if it's possible to have an AA that passively gives +DMG on auto attacks for monster type. If so, a way to implement an earned bane damage system would be to award AAs that give that +DMG to monster type which would simulate adding bane damage for killing x number of monster type.

So many ideas... Thanks for the help!
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