Quote:
Originally Posted by Neiv
Striat,
The spell approach may be a good option if I can put some kind of perma status on it (I have not worked much with spells since no PC on my server will be able to cast them).
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I haven't done a ton of test work lately. I'd recommend you use Bleh and Ailia's spell editor from the forums to make new spells. I believe you can set a function that prevents a buff from being dispelled. Perhaps treating it as a debuff. To be honest, however, I am not completely sure off the top of my head. I just know it can be done without too much trouble. To do this, you'll have to distribute your custom spells_us.txt file to your players.
That said, what my player.pl script really does is check to see if a player should have the buff. If it doesn't it'll immediately strip the buff. If the player doesn't have the buff (say they log in and their faction has taken over), they will receive the buff.
Quote:
Originally Posted by Neiv
Btw, does the concept of pledging to a deity use a different function than granting a ton of faction using quest::faction()?
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Quote:
Originally Posted by Neiv
I'm not sure I understand all this. I know what the first variable means. What does "F" stand for? And why does "7" stand for players?
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F stands for forever. So, the global will last forever or until it is replaced by a different value. 7 refers to the global table at the bottom of
http://www.eqemulator.net/wiki/wikka...=QuestTutorial. 7 corresponds to npcid-all,player-all,zone-all. This means the global is set to the given value for all npcs, all zones, and all players.