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Old 05-31-2009, 12:00 PM
realityincarnate
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Join Date: Dec 2007
Posts: 122
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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 custom spell script idea, what I had envisioned was along the lines of a "/quest/spells/" directory, where you could place scripts that correspond to spell ids. Any spell that had the script effect type would run the file for its id. I already have something similar working (mostly) for items on my test version, so much of the groundwork is in place.

The idea of adding things to the spells table is interesting too, although the extent of what I know about the table is that I noticed it existed the other day.
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