Go Back   EQEmulator Home > EQEmulator Forums > Search Forums

Showing results 26 to 50 of 119
Search took 0.01 seconds; generated 46 minute(s) ago.
Search: Posts Made By: realityincarnate
Forum: Development::Bug Reports 06-23-2009, 06:32 PM
Replies: 15
Views: 15,597
Posted By realityincarnate
The problem with the last script is that SetMaxHP...

The problem with the last script is that SetMaxHP doesn't do what you think it does. It doesn't take any arguments, and just sets the current hp to max. SetHP() seems to work fine, but it won't...
Forum: Spell Support 06-19-2009, 08:49 PM
Replies: 12
Views: 11,415
Posted By realityincarnate
I knew the people I got in cities were probably...

I knew the people I got in cities were probably inappropriate, but I hadn't even thought about the trigger npcs, traps, or objects... and then I went to Qeynos and got SeaKing as a pet....

So I...
Forum: Development::Bug Reports 06-19-2009, 07:59 PM
Replies: 3
Views: 7,098
Posted By realityincarnate
If it makes you feel any better, when I was...

If it makes you feel any better, when I was working on the npc language stuff, I spent about four hours trying to figure out why one of my characters (the gm one, of course) could understand...
Forum: Spell Support 06-18-2009, 10:59 PM
Replies: 12
Views: 11,415
Posted By realityincarnate
I think I have the Monster Summoning line working...

I think I have the Monster Summoning line working properly as of revision 691. Try it out and let me know if there are any other issues or anything not working as it should.
Forum: Support::General Support 06-17-2009, 04:51 PM
Replies: 9
Views: 10,544
Posted By realityincarnate
The easiest place to find them is probably...

The easiest place to find them is probably ChannelMessageReceived(), still in client.cpp. I don't have convenient source access at the moment, but I think they're listed in a switch statement there.
Forum: Support::General Support 06-17-2009, 02:48 PM
Replies: 9
Views: 10,544
Posted By realityincarnate
I don't remember exactly when, but it was added...

I don't remember exactly when, but it was added early-ish this year. It was part of the change that added language support for tells and group messages (and drunk talk).
Forum: Support::General Support 06-17-2009, 12:41 PM
Replies: 9
Views: 10,544
Posted By realityincarnate
The language skill up code is handled in...

The language skill up code is handled in zone/client.cpp, under ChannelMessageSend(). When I added it, I only put in functionality for group messages (channel #2), but you could modify that to allow...
Forum: Development::Bug Reports 06-14-2009, 10:17 PM
Replies: 6
Views: 7,372
Posted By realityincarnate
Remove the semi-colon from the end of line 5218...

Remove the semi-colon from the end of line 5218 in Trevius' modifications and it should work.
Forum: Development::Development 06-07-2009, 02:27 PM
Replies: 7
Views: 8,601
Posted By realityincarnate
I figured that I should post what I have for the...

I figured that I should post what I have for the charm scaling, so we aren't doubling our efforts. This diff has most of the evolving code removed since it isn't done yet, but several of the data...
Forum: Development::Development 06-07-2009, 10:35 AM
Replies: 7
Views: 8,601
Posted By realityincarnate
I've got a scripting system in place for charms...

I've got a scripting system in place for charms that seems to work (although my testing is a little limited since I never have more than three of us on my server at once). I added a new parse->event...
Forum: Development::Development 06-06-2009, 05:46 PM
Replies: 7
Views: 8,601
Posted By realityincarnate
Help with evolving item structures

I've been working off and on with charm stats and evolving items for a little while, and it looks like I have most of the server side stuff working properly now. I've hit a hangup with the client...
Forum: Development::Development 05-31-2009, 06:17 PM
Replies: 8
Views: 12,411
Posted By realityincarnate
Ok, ask and you shall receive. Three more new...

Ok, ask and you shall receive. Three more new functions:

$client->AddAAPoints(number) - adds 'number' to the character's unspent AA points
$client->GetSpentAA() - returns the number of AA the...
Forum: Development::Development 05-31-2009, 04:18 PM
Replies: 8
Views: 12,411
Posted By realityincarnate
The get and set commands are already in (as of...

The get and set commands are already in (as of revision 604), and Shendare's code is exactly correct, but I can certainly add a command to just increase the AA points by a certain number.

There...
Forum: Development::Development 05-31-2009, 12:05 PM
Replies: 8
Views: 12,411
Posted By realityincarnate
Quest AA functions

Inspired by a tangent in another thread, I added two quest functions to the $client object for giving AAs via perl. They are:

$client->GetAAPoints() - returns the number of AA the character...
Forum: Development::Feature Requests 05-31-2009, 12:00 PM
Replies: 8
Views: 9,869
Posted By realityincarnate
The EVENT_CAST player quest is in as of revision...

The EVENT_CAST player quest is in as of revision 604. It is triggered when a spell is successfully cast (not on fizzles, missing components, etc.) and exports $spell_id to perl.

As far as the...
Forum: Development::Feature Requests 05-30-2009, 04:41 PM
Replies: 8
Views: 9,869
Posted By realityincarnate
It shouldn't be difficult to add EVENT_CAST to...

It shouldn't be difficult to add EVENT_CAST to player quests, but I have a variation on the idea that I would like some feedback on:

If the intent is to make custom spell scripts, what about...
Forum: Quests::Q&A 05-16-2009, 10:13 PM
Replies: 26
Views: 19,303
Posted By realityincarnate
Ok, I feel really stupid that I didn't figure...

Ok, I feel really stupid that I didn't figure this out right away, but I think know the deal with /language now. Basically, it changes the language of anything coming out of the chat box but doesn't...
Forum: Development::Development 05-14-2009, 08:13 PM
Replies: 26
Views: 23,403
Posted By realityincarnate
Sorry to be the bearer of bad news, but it looks...

Sorry to be the bearer of bad news, but it looks like at least some of the Titanium features are wrong now. I haven't looked into it in depth, but one of my test characters is now bald (no idea what...
Forum: Quests::Q&A 05-11-2009, 12:43 PM
Replies: 26
Views: 19,303
Posted By realityincarnate
I found a spot in the character .ini files where...

I found a spot in the character .ini files where it stores the language setting for each window, and this seems to correspond to the /lang command values. It also explains why they switch after...
Forum: Quests::Q&A 05-11-2009, 12:45 AM
Replies: 26
Views: 19,303
Posted By realityincarnate
The profile was my thought as well, but I...

The profile was my thought as well, but I couldn't track down how the data should be getting to the server in my (admittedly far from thorough) first attempts. The only packets I see being sent are...
Forum: Quests::Q&A 05-10-2009, 09:58 PM
Replies: 26
Views: 19,303
Posted By realityincarnate
I spent a little bit of time looking at the...

I spent a little bit of time looking at the /language issue and, to be perfectly honest, I'm pretty confused.

The language number and skill is contained in the packet of each message sent, so...
Forum: Quests::Q&A 05-10-2009, 02:10 PM
Replies: 26
Views: 19,303
Posted By realityincarnate
I'm glad you included the full output like that. ...

I'm glad you included the full output like that. I don't know if I would have ever figured out what was going on without seeing the "Current Language is..." text.

So here's what I've found so...
Forum: Support::Linux Servers 05-10-2009, 10:40 AM
Replies: 2
Views: 5,508
Posted By realityincarnate
There was a window of about a day (between...

There was a window of about a day (between revisions 467 and 471) where I broke lore items. But since that was on May 4-5, there's a good chance you were lucky enough to grab the source during that...
Forum: Quests::Q&A 05-10-2009, 08:29 AM
Replies: 26
Views: 19,303
Posted By realityincarnate
Could you give me an example of how you're using...

Could you give me an example of how you're using $langid? It seems to work fine for me, but my only tests have been simple things like

quest::say("Your language id is $langid");

and
...
Forum: Quests::Q&A 05-09-2009, 02:29 PM
Replies: 26
Views: 19,303
Posted By realityincarnate
That's correct, it will appear garbled based on...

That's correct, it will appear garbled based on the player's skill, just as if another player had spoken it.

The functions are now in the SVN source as of revision 488.
Showing results 26 to 50 of 119

 
Forum Jump
   

All times are GMT -4. The time now is 04:28 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3