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Posts Made By:
iluvseq
Forum:
EQEmu Operations Center
02-27-2015, 11:05 AM
Replies:
38
EoC: NPC Editor (BETA)
Views:
26,039
Posted By
iluvseq
I've started using this recently as well, it is...
I've started using this recently as well, it is quite nice.
One bit of feedback: I think it would make sense to move the 'maxlevel' column to be adjacent to the 'level' column in the grid view,...
Forum:
Quests::LUA
01-27-2015, 09:29 AM
Replies:
7
Need help with global/spells/spellid.lua script
Views:
12,715
Posted By
iluvseq
Are you trying for a 'recourse' effect? Isn't...
Are you trying for a 'recourse' effect? Isn't that already supported without scripting?
Forum:
Development::Server Code Submissions
01-22-2015, 11:27 AM
Replies:
8
Patch: Only check for swimming skill ups if client is moving
Views:
24,762
Posted By
iluvseq
Ok, figured it out. The current codebase has a...
Ok, figured it out. The current codebase has a bug with watermap v1 files. Basically all the calls to InWater() etc were converted to pass an xyz_location struct instead of y,x,z directly, but...
Forum:
Development::Server Code Submissions
01-22-2015, 09:29 AM
Replies:
8
Patch: Only check for swimming skill ups if client is moving
Views:
24,762
Posted By
iluvseq
Actually, there appears to be a problem with wtr...
Actually, there appears to be a problem with wtr maps in the current codebase (from the merge a couple of days ago). I'm still tracing down the issue, but since I did a pull on the 20th,...
Forum:
Development::Server Code Submissions
01-21-2015, 06:34 PM
Replies:
8
Patch: Only check for swimming skill ups if client is moving
Views:
24,762
Posted By
iluvseq
That is true, on Live you didn't have to be...
That is true, on Live you didn't have to be 'moving' as in X/Y changing, but you did have to have a movement key pressed. Currently in EQEMU it just checks if you are in water and that's it. It...
Forum:
Quests::LUA
01-21-2015, 11:52 AM
Replies:
0
lua_modules/items.lua enhanced
Views:
8,861
Posted By
iluvseq
lua_modules/items.lua enhanced
Below is a new items.lua for lua_modules.
This supports stacked items and quests that require multiples of the same item (stacked or unstacked). It changes the check_turn_in call syntax slightly...
Forum:
Development::Server Code Submissions
01-21-2015, 11:30 AM
Replies:
2
EQEmu::GetSkillName() utility function
Views:
19,120
Posted By
iluvseq
I'm a git newb, too used to SVN :) I'll look...
I'm a git newb, too used to SVN :) I'll look into this, thanks!
Forum:
Development::Server Code Submissions
01-20-2015, 02:54 PM
Replies:
8
Patch: Only check for swimming skill ups if client is moving
Views:
24,762
Posted By
iluvseq
Patch: Only check for swimming skill ups if client is moving
The current code checks for swimming skill increases every ClientUpdate packet even if the character is not moving around. On live, a client has to actually be moving through the water to get a...
Forum:
Development::Server Code Submissions
01-20-2015, 02:30 PM
Replies:
2
EQEmu::GetSkillName() utility function
Views:
19,120
Posted By
iluvseq
EQEmu::GetSkillName() utility function
This patch adds a utility function to skills.h / skills.cpp to provide a lookup of skill ID -> skill name.
Currently this is only used in client.cpp Client::ShowSkillsWindow()
But it certainly...
Forum:
Development::Server Code Submissions
01-20-2015, 02:24 PM
Replies:
0
COMMITTED: Sprintf bug in SKILLS__GAIN log message
Views:
17,922
Posted By
iluvseq
COMMITTED: Sprintf bug in SKILLS__GAIN log message
The patch below fixes a sprintf() format bug in SKILLS__GAIN log messages. The current code formats with %.4f but 'Chance' is actually an int32 so it gets skipped as an input parameter, causing the...
Forum:
Support::Windows Servers
01-20-2015, 02:19 PM
Replies:
13
How can I disable tutorial zones and force a start location
Views:
11,308
Posted By
iluvseq
awesome, thanks for fixing this. One less local...
awesome, thanks for fixing this. One less local diff I have to re-apply whenever updating to HEAD :)
Forum:
Quests::LUA
01-18-2015, 02:12 PM
Replies:
3
Client:HateList() or determining which mobs are aggro on a client...
Views:
8,904
Posted By
iluvseq
That's my question! There are methods for it...
That's my question!
There are methods for it throughout the code, but it doesn't seem to ever return anything, so I'm guessing it does not.
Forum:
Quests::LUA
01-18-2015, 12:52 PM
Replies:
3
Client:HateList() or determining which mobs are aggro on a client...
Views:
8,904
Posted By
iluvseq
Client:HateList() or determining which mobs are aggro on a client...
It appears that Client:HateList() does nothing? The #hatelist command on a client returns nothing even when the client is engaged in combat?
Is this correct?
I'm building a routine that has...
Forum:
Quests::Q&A
01-18-2015, 10:06 AM
Replies:
3
Have NPC Guards only assist players with > indifferent faction
Views:
5,796
Posted By
iluvseq
That'll work, thank you!
That'll work, thank you!
Forum:
Development::GeorgeS's Tools
01-17-2015, 05:10 PM
Replies:
19
Tool status update Sep 2014
Views:
27,714
Posted By
iluvseq
Where does one actually obtain the current...
Where does one actually obtain the current version of the tools?
According to this site: http://www.georgestools.chrsschb.com/ the tools were updated 10/7/2014...
Forum:
Quests::Q&A
01-17-2015, 11:08 AM
Replies:
3
Have NPC Guards only assist players with > indifferent faction
Views:
5,796
Posted By
iluvseq
Looks like set_proximity() creates an immobile...
Looks like set_proximity() creates an immobile zone, which would be fine for static guards, but I'm trying to implement this on a roamer. Any ideas?
Forum:
Quests::Q&A
01-17-2015, 10:48 AM
Replies:
3
Have NPC Guards only assist players with > indifferent faction
Views:
5,796
Posted By
iluvseq
Have NPC Guards only assist players with > indifferent faction
I understand the 'normal' way to configure a guard, where you enable NPC Aggro and make them aggressive to a faction, and then assign that faction to the beasts in the area.
However, this makes...
Forum:
Development::Tools
01-16-2015, 07:04 PM
Replies:
7
Tool to edit / modify static objects in a zone?
Views:
11,588
Posted By
iluvseq
Works perfectly, thank you very much!
Works perfectly, thank you very much!
Forum:
Development::Tools
01-16-2015, 08:28 AM
Replies:
7
Tool to edit / modify static objects in a zone?
Views:
11,588
Posted By
iluvseq
There's no 'Open' or 'Load' option. I modified...
There's no 'Open' or 'Load' option. I modified loader.lua to add one to the menu, to call Loader:Open() which gives a dialog, but ultimately that simply calls Loader:Load() which simply sets...
Forum:
Development::Server Code Submissions
01-14-2015, 07:03 PM
Replies:
0
COMMITTED: Bug fix for #npcedit featuresave
Views:
5,809
Posted By
iluvseq
COMMITTED: Bug fix for #npcedit featuresave
The current code has an extra comma in the SQL for #npcedit featuresave which breaks this command.
The patch below fixes the SQL syntax by removing this extra comma, which in turn allows this...
Forum:
Development::Tools
01-14-2015, 04:12 PM
Replies:
7
Tool to edit / modify static objects in a zone?
Views:
11,588
Posted By
iluvseq
That would be awesome, thank you!
That would be awesome, thank you!
Forum:
Development::Tools
01-14-2015, 02:49 PM
Replies:
7
Tool to edit / modify static objects in a zone?
Views:
11,588
Posted By
iluvseq
Tool to edit / modify static objects in a zone?
I'm looking for a tool that would let me go through a zone like echo.s3d and move / remove objects (ie: the objects outputted by listobj)
For example, with echo.s3d, there are 611 Placeable...
Forum:
Support::Windows Servers
01-12-2015, 07:49 PM
Replies:
25
A truly static zone
Views:
22,445
Posted By
iluvseq
Yes, the 'uncomment this' should be 'comment...
Yes, the 'uncomment this' should be 'comment this'.
Forum:
Quests::Plugins & Mods
01-12-2015, 06:09 PM
Replies:
13
Plugin/Mod:Real Time Door Manipulation
Views:
30,007
Posted By
iluvseq
I figured out the issue. My plan was to attempt...
I figured out the issue. My plan was to attempt to use lua scripts exclusively, as this is a brand new server with a custom world. So I didn't have any of the normal perl scripts in plugins, just...
Forum:
Quests::Plugins & Mods
01-12-2015, 05:12 PM
Replies:
13
Plugin/Mod:Real Time Door Manipulation
Views:
30,007
Posted By
iluvseq
How does one actually hook in this plugin? I...
How does one actually hook in this plugin? I tried creating a global/player.pl script like this:
sub EVENT_CLICKDOOR{
if($status > 200){
...
Showing results 1 to 25 of 53
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