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  #1  
Old 04-05-2008, 12:44 AM
jenco420
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Default mobs broadcasting

Is it possible to have a mob Broadcast something on death? i.e Lord Nagafen broadcasts Jenco has slain me !
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  #2  
Old 04-05-2008, 12:51 AM
ChaosSlayer
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sub EVENT_DEATH

{

quest::say("I'll be back...");

}
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  #3  
Old 04-05-2008, 01:00 AM
jenco420
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Default

like broadcasting as in Serverwide message sorry if i sounded confusing =-/
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  #4  
Old 04-05-2008, 01:29 AM
AndMetal
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quest::shout2() will do a worldwide shout.
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  #5  
Old 04-05-2008, 01:30 AM
jenco420
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thanks andmetal was what i was looking for =)
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  #6  
Old 04-05-2008, 01:55 AM
ChaosSlayer
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hmm is there a world wide emote?
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  #7  
Old 04-05-2008, 05:24 AM
trevius's Avatar
trevius
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Not an emote, just a world-wide shout =P
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  #8  
Old 04-05-2008, 12:47 PM
ChaosSlayer
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well Nagafen shouting on his own death so he can be heard on velious kind of unrealistic =)

an emote like "you hear news that Nagafen has fallen at the hands of BLA" would be more appropriete.
but I hear zone/server emotes do not realy work...
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  #9  
Old 04-05-2008, 01:13 PM
So_1337
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Right. Be nice to be able to code a broadcast as you can do with #emote world within the perl function, but that's a way off, I'd imagine. I'm pretty sure that any time it was ever done on Live that it was actually done manually by a GM, as I've seen a few with typos =P
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  #10  
Old 04-05-2008, 01:31 PM
ChaosSlayer
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well if you can send a zone/server wide shout, then to make it an emote all you need is to chage the heading so it dont say "nagafen shouts" in front of it.
this is of course up to coders to look into =)
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  #11  
Old 04-06-2008, 01:57 AM
Striat
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Added for zone emote and world emotes

Add to questmgr.cpp :

Code:
void QuestManager::ze(int type, const char *str) {
	entity_list.Message(0, type, str);
}

void QuestManager::we(int type, const char *str) {
	worldserver.SendEmoteMessage(0, 0, type, str);
}
to questmgr.h :
Code:
	void ze(int type, const char *str);
	void we(int type, const char *str);
To perlparser.cpp :

Code:
XS(XS__ze);
XS(XS__ze)
{
	dXSARGS;
	if (items != 2)
		Perl_croak(aTHX_ "Usage: ze(type, str)");

	int	type = (int)SvIV(ST(0));
	char *		str = (char *)SvPV_nolen(ST(1));

	quest_manager.ze(type, str);

	XSRETURN_EMPTY;
}

XS(XS__we);
XS(XS__we)
{
	dXSARGS;
	if (items != 2)
		Perl_croak(aTHX_ "Usage: we(type, str)");

	int	type = (int)SvIV(ST(0));
	char *		str = (char *)SvPV_nolen(ST(1));

	quest_manager.we(type, str);

	XSRETURN_EMPTY;
}
and at the bottom of perlparser.cpp :

Code:
		newXS(strcpy(buf, "ze"), XS__ze, file);
		newXS(strcpy(buf, "we"), XS__we, file);
Now for usage:

Code:
sub EVENT_SPAWN {
	#ze = zone emote.  15 is the type(color).  Yellow in this case.
	#we = world emote.  13 is the type(color).  Red in this case.
	quest::ze(15, "Welcome to the zone!"); 
	quest::we(15, "Prepare for a new world of challenges!");
	}
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  #12  
Old 04-06-2008, 03:09 AM
ChaosSlayer
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you should submit this to code submission forum
would be nice to see devs incorporate this into main build
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