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  #1  
Old 02-11-2012, 12:32 PM
joligario's Avatar
joligario
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Join Date: Mar 2003
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Ah, ok. Then did you copy all the plugins from the quests\plugins folder to the server\plugins folder?
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Old 02-14-2012, 01:23 AM
Sourdough35
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Join Date: Nov 2004
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You guys were right. Copies the plugins from Quests/Plugins to the server plugins folder and it works perfectly so far.

But if plugins cover such essential functionality, like NPCs responding on quest completion, why not just code them into the emu? Do some servers prefer different plugins/functions?
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  #3  
Old 02-14-2012, 01:30 AM
Harcourt
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Join Date: Jul 2011
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My best guess at the official reasons:

1) You don't need to recompile when you change a script
1.5) It is faster to write scripts in Perl than C++
2) Perl is kind of a sandbox, there is limited damage you can do
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  #4  
Old 02-14-2012, 01:53 AM
lerxst2112
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Quote:
Originally Posted by Sourdough35 View Post
But if plugins cover such essential functionality, like NPCs responding on quest completion, why not just code them into the emu? Do some servers prefer different plugins/functions?
They are part of peq, and they work with the peq quests. You could certainly write your own quests without them if you choose to, but you'd end up duplicating a lot of code, which is inefficient and becomes a huge maintenance headache when something changes and you need to change several hundred files rather than just a few.
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