Go Back   EQEmulator Home > EQEmulator Forums > Quests > Quests::Q&A

Quests::Q&A This is the quest support section

Reply
 
Thread Tools Display Modes
  #1  
Old 05-07-2009, 11:14 AM
realityincarnate
Developer
 
Join Date: Dec 2007
Posts: 122
Default

If no one beats me to it, I'll take a look at this and try to get some functions in over the next day or two. It'll just depend on how much work interferes with life.
Reply With Quote
  #2  
Old 05-07-2009, 11:29 AM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
Posts: 814
Default

@Dibalamin ... :P

@realityincarnate...

That's awesome! You mean you're a coder looking into adding something like a quest::sayLang() and a $lang export indicating the languageid being spoken by the player?

- Shendare
Reply With Quote
  #3  
Old 05-09-2009, 01:29 AM
realityincarnate
Developer
 
Join Date: Dec 2007
Posts: 122
Default

I finally got a chance to work on the language stuff a bit. Here's what I've got at the moment, tell me if it seems like what you need:

quest::say() is modified to take an optional second parameter that determines the language spoken. So quest::say("I'm speaking elvish", 3) would indeed be said in elvish. The only downsides are that anything with a language given (even if it's a zero for common) uses the regular say channel, so it won't trigger quest journalling and it is subject to client filters.

The events SAY, AGGRO_SAY, and PROXIMITY_SAY all export a variable $langid that holds the number of the language spoken by the player.

The players language skill is accessable (and always has been) through the $client->GetLanguageSkill() function.

I'd like to do some more testing before I commit, but if everything works well and this is what you're looking for, I'll add it in tomorrow.
Reply With Quote
  #4  
Old 05-09-2009, 01:45 AM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
Posts: 814
Default

That's phenomenal! The hard work is so much appreciated!

So nearby players who don't speak the language will get a regular garbled "Soandso says in an unknown tongue, 'Abweioa ford julkani spevna.'", while those who do will see the original intended message?

- Shendare
Reply With Quote
  #5  
Old 05-09-2009, 02:29 PM
realityincarnate
Developer
 
Join Date: Dec 2007
Posts: 122
Default

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.
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 02:05 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 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3