Sabyre
03-25-2008, 04:05 PM
Made my first NPC banker and under his name is (EQEmu Banker). Where does this come from? Source? Possible to make it simply say Banker?
ChaosSlayer
03-25-2008, 04:20 PM
check his last name
also when you force summon npc in game, rather than let it spawn naturaly, the npc automaticly shows its special status (banker, GM warrior etc) instead of its last name
trevius
03-26-2008, 07:38 AM
Ahh, I always wondered why sometimes they showed it and sometimes they didn't! So, I am guessing #repop is considered a forced spawn?
Thanks for the info, Chaos. I have wondered about that for a while lol.
ChaosSlayer
03-26-2008, 09:12 AM
aye, np, I belive that is the reason =)
Cripp
03-27-2008, 04:23 AM
to make those actualy not appear at all edit mob.cpp
change CreateSpawnPacket from...
void Mob::CreateSpawnPacket(EQApplicationPacket* app, NewSpawn_Struct* ns) {
app->SetOpcode(OP_NewSpawn);
app->size = sizeof(NewSpawn_Struct);
app->pBuffer = new uchar[sizeof(NewSpawn_Struct)];
// Copy ns directly into packet
memcpy(app->pBuffer, ns, sizeof(NewSpawn_Struct));
// Custom packet data
NewSpawn_Struct* ns2 = (NewSpawn_Struct*)app->pBuffer;
strcpy(ns2->spawn.name, ns->spawn.name);
#ifndef CRIPP
/*if (ns->spawn.class_==MERCHANT)
strcpy(ns2->spawn.lastName, "EQEmu Shopkeeper");
else*/ if (ns->spawn.class_==TRIBUTE_MASTER)
strcpy(ns2->spawn.lastName, "Tribute Master");
else if (ns->spawn.class_==ADVENTURERECRUITER)
strcpy(ns2->spawn.lastName, "Adventure Recruiter");
else if (ns->spawn.class_==BANKER)
strcpy(ns2->spawn.lastName, "EQEmu Banker");
else if (ns->spawn.class_==ADVENTUREMERCHANT)
#ifdef GUILDWARS
strcpy(ns->spawn.lastName,"GuildWars Merchant");
#else
strcpy(ns->spawn.lastName,"Adventure Merchant");
#endif
else if (ns->spawn.class_==WARRIORGM)
strcpy(ns2->spawn.lastName, "GM Warrior");
else if (ns->spawn.class_==PALADINGM)
strcpy(ns2->spawn.lastName, "GM Paladin");
else if (ns->spawn.class_==RANGERGM)
strcpy(ns2->spawn.lastName, "GM Ranger");
else if (ns->spawn.class_==SHADOWKNIGHTGM)
strcpy(ns2->spawn.lastName, "GM ShadowKnight");
else if (ns->spawn.class_==DRUIDGM)
strcpy(ns2->spawn.lastName, "GM Druid");
else if (ns->spawn.class_==BARDGM)
strcpy(ns2->spawn.lastName, "GM Bard");
else if (ns->spawn.class_==ROGUEGM)
strcpy(ns2->spawn.lastName, "GM Rogue");
else if (ns->spawn.class_==SHAMANGM)
strcpy(ns2->spawn.lastName, "GM Shaman");
else if (ns->spawn.class_==NECROMANCERGM)
strcpy(ns2->spawn.lastName, "GM Necromancer");
else if (ns->spawn.class_==WIZARDGM)
strcpy(ns2->spawn.lastName, "GM Wizard");
else if (ns->spawn.class_==MAGICIANGM)
strcpy(ns2->spawn.lastName, "GM Magician");
else if (ns->spawn.class_==ENCHANTERGM)
strcpy(ns2->spawn.lastName, "GM Enchanter");
else if (ns->spawn.class_==BEASTLORDGM)
strcpy(ns2->spawn.lastName, "GM Beastlord");
else if (ns->spawn.class_==BERSERKERGM)
strcpy(ns2->spawn.lastName, "GM Berserker");
else
#endif
strcpy(ns2->spawn.lastName, ns->spawn.lastName);
memset(&app->pBuffer[sizeof(Spawn_Struct)-7],0xFF,7);
}
to..
void Mob::CreateSpawnPacket(EQApplicationPacket* app, NewSpawn_Struct* ns) {
app->SetOpcode(OP_NewSpawn);
app->size = sizeof(NewSpawn_Struct);
app->pBuffer = new uchar[sizeof(NewSpawn_Struct)];
// Copy ns directly into packet
memcpy(app->pBuffer, ns, sizeof(NewSpawn_Struct));
// Custom packet data
NewSpawn_Struct* ns2 = (NewSpawn_Struct*)app->pBuffer;
strcpy(ns2->spawn.name, ns->spawn.name);
strcpy(ns2->spawn.lastName, ns->spawn.lastName);
memset(&app->pBuffer[sizeof(Spawn_Struct)-7],0xFF,7);
}
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