reloading perl quests
I got tired of having to restart the server when I made changes to perl quests. It works for me, YMMV.
-- in command.cpp, add to command_init() below the reloadqst reference: command_add("reloadpl","- Reload perl quest for target",0,command_reloadpl) || -- in command.cpp, insert below the command_reloadqst() function: void command_reloadpl(Client *c, const Seperator *sep) { if (c->GetTarget() == 0 || !c->GetTarget()->IsNPC()) { c->Message(0, "Error: Bad target"); return; } c->Message(0, "Reloading perl quest script for NPC type %i.", c->GetTarget()->GetNPCTypeID()); ((PerlembParser *)parse)->LoadScript(c->GetTarget()->GetNPCTypeID(), zone->GetShortName()); } -- in command.h, insert below the command_reloadqst() prototype: void command_reloadpl(Client *c, const Seperator *sep); |
Nice work!
Alternately, you could also just modify command_reloadqst to Code:
void command_reloadqst(Client *c, const Seperator *sep) |
you guys forgot to mention that one should
#include "embparser.h" in command.cpp too =) farce |
Quote:
Code:
#ifdef EMBPERL_PLUGIN |
FYI: Been a problem or two with specific and default quests alike getting assigned incorrectly. Problems seem to come up when reload is used in conjunction with #depop.
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I have found that using quest::depop(NPCID) depops the whole zone? Is it possible to Repop one NPC, or move it back to its spawn point, from a quest?
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Lurker... ahhh. yeah i dont think mine's set up for plugins. thanks for the info
farce |
Any idea why this could not be included in the distro ?
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