EQEmulator Forums

EQEmulator Forums (https://www.eqemulator.org/forums/index.php)
-   Archive::Bugs (https://www.eqemulator.org/forums/forumdisplay.php?f=622)
-   -   question on starting items and starting spells (https://www.eqemulator.org/forums/showthread.php?t=12254)

Turath 03-02-2004 07:24 PM

question on starting items and starting spells
 
well starting items on live have changed how they work, players also now start with a backpack and a stack of bandages, now casters have 7 slots used when they make a character, so no room for 2 more starting items, the way it works on live now is casters start with their 2 spells prescribed and everyone starts with their weapon in hand

is there anyway to currently set starting players to work like that or is it gonna take some new coding?

another thing I wanted to ask, can we get a heading put into start_zones so players will face a certain way when they are first created?

on the making newbies start with spells scribed and weapons in hand, what about another column in starting_items that would be like slotid and that'll stick the item in the slot you want, and then we could have like special numbers that represent spells or a way to detect if an item is a spell and it scribes that spell and deletes it from inventory on creation?

well maybe someone has a better idea on how to do it

Monrezz 03-02-2004 07:39 PM

The table starting_items doesn't have any slotids, only the table inventory does, so I presume you would have to add a column into starting_items.

For the spells I'm not to sure, that would have to be done with coding I think. I don't see the problem with having to make them scribed fully when it takes like 2 minutes tops to scribe 2 spells :)

Turath 03-02-2004 08:25 PM

well problem is if the spells are in the players inventory that takes up 2 extra inventoy slots, which leaves casters with not enough slots for the 2 new starting items, backpack* and bandages*

I know what ya mean, scribing the 2 spells is no big deal, but the problem is they take up inventory space which is needed for the new items

and as far as adding a slot id to the starting items to make an item default to a certain slot on character creation wouldn't that also need to be changed in code instead of just adding in that column?

Monrezz 03-02-2004 11:29 PM

Yes, it would require coding but not alot, I'm guessing it would be simple to implement.

As for the spells, yes sorry I misunderstood what you said first time. Using slotid it's possible to place items in backpacks I think, so you could place the food and bandages in there until the code has been put in for automatic spell scribing at character creation.

Shouldn't be too hard, when someone competent with C++ reads this thread I'm sure they'll have a bash at it.


All times are GMT -4. The time now is 08:35 AM.

Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.