Go Back   EQEmulator Home > EQEmulator Forums > Quests > Quests::Q&A

Quests::Q&A This is the quest support section

Reply
 
Thread Tools Display Modes
  #1  
Old 04-05-2013, 10:14 PM
Sinclipse
Hill Giant
 
Join Date: May 2012
Posts: 122
Question Completing Visual Armor makes a buff?

This is done on a different server, and I've always wondered how it was done, example; if you get 8/8 of a 'set' armor (Like Chestplate of the Undying and the other 7 items), it'll grant you a buff.... Anyone know how to make a code to do such a thing?
Reply With Quote
  #2  
Old 04-05-2013, 10:49 PM
Kayen
Developer
 
Join Date: Mar 2009
Location: -
Posts: 228
Default

Having no idea the mechanism for receiving the buff on the server your talking about.

The simplest way would be to have a scripted click effect, say on on breastplate. When you click it, run a spell script or item script that checks if the player is wearing all the armor in that set. If so grant the player a buff.
Reply With Quote
  #3  
Old 04-05-2013, 10:58 PM
Uleat's Avatar
Uleat
Developer
 
Join Date: Apr 2012
Location: North Carolina
Posts: 2,815
Default

CalcBonuses() is called every time that you add or remove a piece of equipment.

You could probably come up with a method similar to HasItemByLoreGroup() to check for the required pieces..then cast a buff if the last item is added, or
remove the buff if one of the items is taken away.

Someone else may have a different or better solution..but that is one way.
__________________
Uleat of Bertoxxulous

Compilin' Dirty
Reply With Quote
  #4  
Old 04-12-2013, 04:31 PM
nenelan
Hill Giant
 
Join Date: Feb 2008
Posts: 116
Default

Quick brainstorming, but couldn't you attach a charm file to a specific piece of armor that would check all the other vis slots in SUB_EVENT_SCALE_CALC, see if they are the correct items, test if we already have the buff, if not then do a quest::cast or $client->SpellFinished or something along those lines at the end? Also stripping said buff if they do have the buff but no complete set.

Once you get a decent template set up, should be easy enough to add a Charm File script for each set, and replace the numbers/desired spell_id. Also saves the player from remembering to click, but not sure how memory intensive it would be compared to sub EVENT_ITEM_CLICK.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 05:48 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3