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View Full Version : Connect and Level Up events not firing


Xanathol
09-20-2020, 07:49 PM
In both my global_player.pl & global_player.lua, I have the respective code in the connect event and level up events but neither seems to fire. No errors in any logs that I can find. Any ideas?

global_player.pl

sub EVENT_CONNECT {

$client->Message( 15, "We got to here: 0" );
if( $ulevel == 1 )
{
$client->Message( 15, "We got to here: 1" );
if( quest::scribe_spells( 1, 1 ) > 0 )
{
$client->Message( 15, "You have learned new spells!" );
}
if( quest::train_discs( 1, 1 ) > 0 )
{
$client->Message( 15, "You have learned new disciplines!" );

}
}

}

sub EVENT_LEVEL_UP {
$client->Message( 15, "We got to here: 3" );
foreach my $skill ( 0,1,2,3,4,5,8,9,10,11,12,13,14,15,16,17,18,19,20,2 1,22,23,24,25,26,28,29,30,31,32,33,34,36,37,38,39, 41,42,43,44,45,46,47,49,51,52,54,67,70,71,72,73,74 ,76 )
{
next unless $client->CanHaveSkill( $skill );
my $maxSkill = $client->MaxSkill( $skill, $class, $ulevel );
if( $maxSkill > 0 && $client->GetRawSkill( $skill ) == 0 )
{
$client->SetSkill( $skill, 1 );
}
}

if( quest::scribespells( $ulevel, 1 ) > 0 )
{
$client->Message( 15, "You have learned new spells!" );
}
if( quest::traindiscs( $ulevel, 1 ) > 0 )
{
$client->Message( 15, "You have learned new disciplines!" );

}
}


global_player.lua

function event_connect(e)

e.self:Message( 15, "We are here 0" );
if( e.self:GetLevel( ) == 1 ) then
e.self:Message( 15, "We are here 1" );
if( e.self:GetClass( ) == 2 || e.self:GetClass( ) == 3 || e.self:GetClass( ) == 4 || e.self:GetClass( ) == 5 || e.self:GetClass( ) == 6 || e.self:GetClass( ) == 8 || e.self:GetClass( ) == 10 || e.self:GetClass( ) == 11 || e.self:GetClass( ) == 12 || e.self:GetClass( ) == 13 || e.self:GetClass( ) == 14 || e.self:GetClass( ) == 15 ) then

eq.scribe_spells( 1, 1 );

e.self:Message( 15, "You have learned new spells!" );
end
if( e.self:GetClass( ) == 1 || e.self:GetClass( ) == 3 || e.self:GetClass( ) == 4 || e.self:GetClass( ) == 5 || e.self:GetClass( ) == 7 || e.self:GetClass( ) == 8 || e.self:GetClass( ) == 9 || e.self:GetClass( ) == 15 || e.self:GetClass( ) == 16 ) then

if( eq.train_discs( 1, 1 ) > 0 ) then

e.self:Message( 15, "You have learned new disciplines!" );

end
end
end
end

function event_level_up(e)
local free_skills = {0,1,2,3,4,5,8,9,10,11,12,13,14,15,16,17,18,19,20, 21,22,23,24,25,26,28,29,30,31,32,33,34,36,37,38,39 ,41,42,43,44,45,46,47,49,51,52,54,67,70,71,72,73,7 4,76};

e.self:Message( 15, "We are here 3" );
for k,v in ipairs(free_skills) do
if ( e.self:MaxSkill(v) > 0 and e.self:GetRawSkill(v) < 1 and e.self:CanHaveSkill(v) ) then
e.self:SetSkill(v, 1);
end
end

if( e.self:GetClass( ) == 2 || e.self:GetClass( ) == 3 || e.self:GetClass( ) == 4 || e.self:GetClass( ) == 5 || e.self:GetClass( ) == 6 || e.self:GetClass( ) == 8 || e.self:GetClass( ) == 10 || e.self:GetClass( ) == 11 || e.self:GetClass( ) == 12 || e.self:GetClass( ) == 13 || e.self:GetClass( ) == 14 || e.self:GetClass( ) == 15 ) then

if( eq.scribe_spells( e.self:GetLevel( ), 1 ) > 0 ) then

e.self:Message( 15, "You have learned new spells!" );

end
end

if( e.self:GetClass( ) == 1 || e.self:GetClass( ) == 3 || e.self:GetClass( ) == 4 || e.self:GetClass( ) == 5 || e.self:GetClass( ) == 7 || e.self:GetClass( ) == 8 || e.self:GetClass( ) == 9 || e.self:GetClass( ) == 15 || e.self:GetClass( ) == 16 ) then

if( eq.train_discs( e.self:GetLevel( ), 1 ) > 0 ) then

e.self:Message( 15, "You have learned new disciplines!" );

end
end

end

Huppy
09-20-2020, 11:05 PM
You have to disable one of them. .lua and .pl quest files with the same name can't be used at the same time. One has to be disabled. (rename it to .bak, or whatever)

joligario
09-20-2020, 11:48 PM
It will just ignore based on priority. No need to rename. Just know which files are being loaded.

Xanathol
09-21-2020, 01:19 AM
You have to disable one of them. .lua and .pl quest files with the same name can't be used at the same time. One has to be disabled. (rename it to .bak, or whatever)
That did it for me - thanks!

Huppy
09-21-2020, 01:52 AM
It will just ignore based on priority. No need to rename. Just know which files are being loaded.

I realize lua takes priority over perl in a same-name scenario, but most will stick with one or the other anyways.