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 03-06-2010, 12:20 AM
RichardoX
Hill Giant
 
Join Date: Dec 2004
Location: in your closet....
Posts: 169
Default

Trevius, I compiled the most recent binaries and tried your example that you just gave me and it didn't work. Gave me the following error:

[Status] Script error: qst999237::EVENT_SPAWN - Perl runtime error: Can't locate object method "SendAppearanceEffect" via package "NPC" at quests/frozenshadow/999237.pl line 2.

Edit: I compiled the latest binaries and it doesn't give this error anymore however now it's a whole different issue; It simply doesn't do anything. Do I need to update something else in plugins or something?

Edit: Ok after prodding around, I remender sendappearance for making an npc lay, or sit doesn't work in EVENT_SPAWN so I tried the following -

Code:
sub EVENT_SPAWN {
quest::settimer("pp1", 1);
}

sub EVENT_TIMER {
if($timer eq "pp1") {
$npc->SendAppearanceEffect(55, 33, 52);
	}
}
and it worked..
__________________
a hill giant slashes YOU for 25 points of damage!
You have been slain!
LOADING, PLEASE WAIT...
Reply With Quote
  #2  
Old 03-15-2010, 01:18 PM
RichardoX
Hill Giant
 
Join Date: Dec 2004
Location: in your closet....
Posts: 169
Default

I have some more to add to the list and contribute

#180 = Water Forming on Ground(non-perma)
#185 = Fire Breath (Big)(non-perma)
#186 = Black Fire Breath(non-perma)
#187 = Fire Forming on Ground(non-perma)
#188 = Fire Blasting from Ground(non-perma)
#189 = Electricity Blasting from Ground(non-perma)
#190 = Realistic Burning Fire(non-perma)
#199 = Green Smoke(non-perma)
#200 = Green Smoke Ring at Feet(non-perma)
#201 = White Smoke Ring at Feet(non-perma)
#202 = Slow Blue/Purple/Pink Fading Smoke Cloud (non-perma)
#203 = White Sparkles flying upward (non-perma)
#204 = White Smoke Blast (non-perma)
#205 = Water Forming on Ground (non-perma)
#206 = Ice Forming on Ground (non-perma)
#207 = Ice Floating around Ground (non-perma)
#208 = White Sparkles forming on Ground (non-perma)
#209 = Green Fart(non-perma)
#210 = Yellow Sparkles eminating from Ground (perma)
#211 = White Sparkles eminating from Ground (perma)
#212 = White Smoke Emitting at Feet (perma)
#213 = Black Smoke Emitting at Feet (perma)
#214 = Yellow Sparkle Explosion (non-perma)
#215 = Arora Borealis Effect from Feet (non-perma)
#216 = White Smoke Poof from Ground (non-perma)
#217 = Blue Sparks Ring at Feet (non-perma)
#218 = White Spark at Feet (non-perma)
#219 = Fire Pulse at Feet (non-perma)
#220 = Black Smoke Emitting at Feet (non-perma)
#221 = Electric Shock at Feet (non-perma)
#222 = Electric Strike on Body (non-perma)
#223 = Blue Sparkle at Feet (non-perma)
#224 = Small Sparkle falling from feet into ground (non-perma)
#225 = Small Electric feild at feet (non-perma)
#226 = Small Electric feild at feet (perma)
#227 = Small Directional Gust of Dark Smoke (perma)
#228 = Small Emitting Smoke from Feet (perma)
#229 = Small Fire Embers from Feet (perma)
#230 = Various Yellow Sparkles around Body (perma)
#231 = Gentle Emitting Smoke from Feet (perma)
#232 = Small Red Flame at Feet (non-perma)
#233 = Swirling Gust of Dark Smoke (non-perma)
#234 = Nothing Visible (?)
#235 = Nothing Visible (?)
#236 = Small Electric Pulse at Feet (non-perma)
#237 = Electric Strike at Feet (non-perma)
#238 = Small Random Electric Shock at Feet (non-perma)
#239 = Small Blue Gush of Smoke at Feet (non-perma)
#240 = Small White Gush of Smoke at Feet (non-perma)
__________________
a hill giant slashes YOU for 25 points of damage!
You have been slain!
LOADING, PLEASE WAIT...
Reply With Quote
  #3  
Old 04-17-2010, 06:19 PM
Lillu
Hill Giant
 
Join Date: Sep 2008
Posts: 204
Default

This is really awesome, it offers intense customization possibility! Thanks a lot for the lists! I'm playing with it for an hour now. :P

proximity works too btw. timers for temp.effects could be set for as long as the effect lasts so they dont overlap. also, perma effects should be set only once, else the effect will slowly become a mess.
__________________
Reply With Quote
  #4  
Old 04-22-2010, 06:18 PM
Lillu
Hill Giant
 
Join Date: Sep 2008
Posts: 204
Default

I might miss something but this seems to work only on NPC that are global (model)?
__________________
Reply With Quote
  #5  
Old 04-22-2010, 06:41 PM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

All of these effects seem to be based on the size of the NPC. The small effects may be barely noticeable if at all for certain NPCs, but they should all still work just fine. I suspect that the issue you are seeing is probably related to some NPCs in the Database being set to a size of 0, which shows them as size 6 in game, but this effect might still think they are size 0, and thus now show an effect. I haven't tested this yet to verify, but this is my current theory on the issue you are seeing.

For the permanent affects, I suggest you specify a specific $client at the end of the command so it only sends to 1 client at a time. That way, when players zone in, you could send it to them at that time and not again, so everyone sees the effect without the stacking problems.
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #6  
Old 04-23-2010, 05:11 PM
Lillu
Hill Giant
 
Join Date: Sep 2008
Posts: 204
Default

it's definitely not a size issue. I haven't got enough time to try everything, but experiencing the issue in BoThunder with giants and storm riders too. I tried to resize the npcs, the issue is still there.
I'm using the same script and effect which works perfectly in BoT with a global npc model (human).
Will try to test it in other zones and npc to spot the issue.
__________________
Reply With Quote
  #7  
Old 04-23-2010, 07:50 PM
Kayen
Developer
 
Join Date: Mar 2009
Location: -
Posts: 228
Default

I have discussed with Trev on our server too.

I have noticed many NPC's that will not display appearances. For example the global skeleton model for one. Simply changing the race will allow it work correctly.
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 10:19 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