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  #1  
Old 12-08-2006, 10:17 AM
bufferofnewbies
Hill Giant
 
Join Date: Dec 2005
Location: Lurking in KY
Posts: 239
Default echo quest request

wow, try saying that 3x fast.

But anyway: I was wondering if quest::echo could be set in the standard files to provide the text without the "npc says" line in front of it, since the quest::say does that already.
Maybe even with an option line to change the text color.

my reasoning for quests:

Code:
quest::echo("An item falls to the floor as this fellow walks away.")
would change this:
random_mob says, "An item falls to the floor as this fellow walks away."
to
An item falls to the floor as this fellow walks away.


This is a small thing, and I'm sure there are alot more things that are more pressing that need to be worked on before, but this is my attempt at being lazy and not having to redo that line every time I download a new update.

Someone help me be lazy..
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  #2  
Old 12-08-2006, 02:59 PM
site3op
Fire Beetle
 
Join Date: Jun 2006
Posts: 7
Default

Doesn't quest::me do that?
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  #3  
Old 12-08-2006, 03:03 PM
bufferofnewbies
Hill Giant
 
Join Date: Dec 2005
Location: Lurking in KY
Posts: 239
Default

quest:me does an emote from the mob.

Code:
quest:me("runs around in circles");
results in:
random_npc runs around in circles.

I was hoping to find a command that left the npc description completely out.
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  #4  
Old 12-08-2006, 05:08 PM
sfisque
Hill Giant
 
Join Date: Oct 2006
Posts: 248
Default

you actually did, but you also might have found a bug. according to the quest writing guide pdf , ::emote is supposed to do a proper emote and ::me is supposed to be a targetless emote.

== sfisque
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  #5  
Old 12-08-2006, 05:58 PM
bufferofnewbies
Hill Giant
 
Join Date: Dec 2005
Location: Lurking in KY
Posts: 239
Default

just rechecked it to make sure.

quest::emote results in
random_npc dances around.

while quest::me results in
random_npc says 'dances around'

Now I guess it is time for me to dig into the code and see what I can do about makeing a diff of the changes. Going to pass out for the moment, but will look up the written differences between the three codes to make sure what is supposed to be doing what and where it is suposed to be doing it. I need to get used to working with the code more anyway. I consider it an opportunity to expand my confusion some.
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  #6  
Old 12-11-2006, 04:14 PM
sfisque
Hill Giant
 
Join Date: Oct 2006
Posts: 248
Default

i started looking into this. i'll share what i know.

zone/questmgr.cpp is where you will find the handlers for the quest functions (the C++ side that makes the quest::functions in PERL work). basically compare how that works (or fails to work) in comparison to the GM command #emote (handled by command.cpp) which works properly (try out "#emote zone 0 blah blah blah blah" inside the game, for example)

basically, #emote works correctly, and quest::me doesnt. we have to get quest:me to work similarly to #emote, except we need to preserver the "radius of effect" that quest::me obeys.

good luck and hope this helps

== sfisque
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