Remove Item
Is there a quest function for removing an item from a player upon the player's death? I have an Event_Slay that triggers a check_hasitem upon killing a player. If the player is carrying the item, I want the npc to "loot" it (really, just remove it from the player). It does not have to happen at the player's death; it could just as easily be an hp event. Either way, what do I use to remove the item from the player? Is there a quest::removeitem() function?
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On our server, we wound up with players farming zones I didn't realize were revamped for the drops that were there. This obviously presented a problem.
We use a translocating NPC for people to get around. I set a proximity for him of 50 units. Then I set an enter proximity script like this: Code:
sub EVENT_ENTER { Hope this helps =) |
very nice, SO-, thank you. That will work perfectly. Is there another quest list that contains commands like this, besides the Lexicon and this page? Where else might I find obscure quest functions?
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The QuestObjects Wiki page.
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Very helpful thanks!
Any reason I cannot access the entityList page? |
It isn't written. When you try to access it, it's prompting you to write it.
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Okay, I can't seem to get this concept to work. The following script is on an npc that kills a player who has an item (the player script causes the npc to add the player with the item to his hate list):
Quote:
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Case Sensitive?
Might be case sensitive. Try sub EVENT_SLAY
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It could be because the character is already zoning when it tries to run the script. I don't know if it would work the way you want it to. Also, if you have the zone set as dynamic and the only player in the zone dies, that zone will drop immediately. And, I imagine that would stop the script from running as well.
And, I do think it is case sensitive. |
Okay, I finally got SLAY to work here:
Quote:
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Im attempting to use this as part of a Perl script that will allow NPC's to Add/remove loot to their loot tables according to wether or not they have a specific TASK.
I Have Tried these two different scripts: Code:
And simply Code:
sub EVENT_EXIT The situation is... Trakanon spawns, sets a radius... If anyone with a task enters the radius it adds 1 quest item (this parts working). Problem is, if characters leave and re-enter the radius he adds an extra heart - this is what im trying to combat. What i want to do is have it so that when the players leave the radius it will remove the same heart that was added when they entered. Any responses will be greatly appreciated! =) |
Here is the Full Script... just incase its confusing..
TRAKANON Code:
sub EVENT_SPAWN { Code:
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Here's at least 1 of your problems:
Code:
if($signal == 11) && (plugin::check_hasitem($npc, 3233)) { Code:
if(($signal == 11) && (plugin::check_hasitem($npc, 3233)) { |
Using this bit of code... I can get trakanon to respond, the addition of the line:
$npc->NukeItem(3233); Causes the script to break. Code:
sub EVENT_SIGNAL { Code:
sub EVENT_SIGNAL { Anyone know what would cause that quest object to break my script??? |
OK i found the issue, using this page:
http://www.eqemulator.net/wiki/wikka...a=QuestObjects Apparently the handle NukeItem is not supported for npc-> Anyone know another way of removing items from mobs via Quest script??? These scripts could prove quite usefull for any mob that has the ability to drop quest items... |
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