Im having trouble getting this to work. We had it working fine before but we just recently migrated our server from a windows 7 baed machine to a Linux machine running debian8. Below is a copy of the perl script we are using, that worked fine before we migrated.
Code:
sub AutoTrain { |
Haven't tested it for functionality, don't see anything immediately wrong besides unneeded lines:
Code:
sub AutoTrain { |
The only thing I can figure is something minuscule was altered during the transfer from windows to linux but I cant quite figure out what it could be. Like we had a few issues with perl scripts with the names in lowercase and Linux being case sensitive.
|
Also note that if you go from skills 66-73 you will get a few trade skills in there. Think its JC and and Pottery if I remember right. Just a thought though as I see you skipped the others.
|
Quote:
Do i just add this and replace the other level event in global.lua? Also can you add Spells / Disc to this code? |
Would anyone that is versed in LUA be able to create the above with spell scribe and discs?
Ex from above. Quote:
|
Quote:
Code:
-- #Spell_Scribe Code:
-- #Discipline_Trainer |
Sorry to necro the thread, but if I wanted this to stop at say level 70, would it look like this?
Code:
sub AutoTrain { |
Tested and works perfect
|
You have an extra curly in the code above.
Code:
sub AutoTrain { May as well just put it in the sub EVENT_LEVEL_UP like so: Code:
sub EVENT_LEVEL_UP { |
Also, since this thread had a lot of conversation. The iteration you have does all skills 0 through 74. That will include trade skills and such. Use this as a reference as to which skills you actually want to have affected or at least confirm:
http://wiki.eqemulator.org/p?Skills |
Awesome was just thinking about that haha. Thanks man
|
When I tackled this, I ended up editing source and just went into
Client::SetLevel around the point it calls DoTributeUpdate(), I declared a new function called Client::UpdateSkillsAndSpells(). The scripted way is probably easier, but with this route, you get nearly full control of what a player autotrains. This may be useful in cases where you don't want *all* spells memorized automatically, yet certain spells can be obtained via quests/other means while other baseline ones are obtained. Then I just tossed this into the UpdateSkillsAndSpells() call. https://gist.github.com/xackery/a7ba...5eda7e37596ae1 Note this does not max skills, but really just sharing it for those who stumble upon this post to see another way. *shrugs* This gives me granular control over what skills and spells a player earns on levelup. You'll see a javascript selector snippet in the source, like so: Code:
for ($i = 0; $i < document.querySelectorAll('a').length; $i++) { $ref = document.querySelectorAll('a')[$i].href; if ($ref.includes("zstrat")) { console.log($ref); } } Change your class, in chrome, right click the page and go to Inspect, then the Console tab, then click the circle with a line through to clear console, and paste in the above selector. Then right right click the listed output, hit Save As...and it'll create a logfile dump with the info. Open it in a multiline edit tool like Sublime or TextWrangler and manipulate it into a conditional list, and remove any spells you don't want. |
So this is working perfectly for giving skills to players, what's the best way to provide spell scribing in here? I want it to just happen at skill-up. I chopped up what was posted earlier in an npc and I couldn't get it working. I understand lua is probably great, but I had a hard enough time with perl :)
Code:
function event_level_up(e) |
I'm not sure if this is old or I should post here anymore, however I got a .lua code that works and thought I'd share it with everyone.
Code:
function event_level_up(e) |
All times are GMT -4. The time now is 11:30 PM. |
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.