Go Back   EQEmulator Home > EQEmulator Forums > Archives > Archive::Development > Archive::Quests

Archive::Quests Archive area for Quests's posts that were moved here after an inactivity period of 90 days.

Reply
 
Thread Tools Display Modes
  #1  
Old 05-17-2004, 09:01 PM
t7x53
Fire Beetle
 
Join Date: May 2004
Posts: 12
Default Merchants and Dubious

This is sort of out of place in Quests but I was hoping to get a little insight from some other quest builders. At the moment NPCs will still sell to you if you are Dubious to them. Is there a way to prevent an NPC from selling to someone that has dubious or lower faction. Did I miss something obvious and it should be working, or is it not yet implemented.

If its not implemented, any suggestions on trying to go about accomplishing this?
Reply With Quote
  #2  
Old 05-18-2004, 12:10 AM
smogo
Discordant
 
Join Date: Jan 2004
Location: 47
Posts: 339
Default

Not implemented afaik.

Easiest way would be to block processing early in client_process (i think it's there where the right click calls for merchent interaction), and issue a reject messsage instead of opening the trade window.

No way handling this with quests imho. This would allow for more customized reject messages, but requires an event to be defined (in Perl at least). Just insights, however, to good luck working on that if you intend to
__________________
EQEMu Quest Repository is down until something new :(
Reply With Quote
  #3  
Old 05-18-2004, 01:56 AM
animepimp
Dragon
 
Join Date: Jan 2004
Posts: 860
Default

Yeah theres no way to do this in quests since none of the quest events trigger off of looking at the merchants inventory or buying or selling. You could write a new event that triggers when someone tries to buy something from a merchant, but the code to stop the merchant from displaying their inventory would still have to be in the server.
Reply With Quote
  #4  
Old 05-18-2004, 04:07 AM
m0oni9
Hill Giant
 
Join Date: Dec 2003
Posts: 166
Default

Well.. I think you could just define a variable in the quest (ie: $shopfaction). The server would just need to check and see if that variable is defined in the quest package for that mob, and use that. A better way, if you even needed to have per-npc sell factions, might be to add a column into npc_types, and alter the npc type struct.
Reply With Quote
Reply


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 06:34 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 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3