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 08-14-2004, 05:58 AM
Cripp's Avatar
Cripp
Discordant
 
Join Date: Oct 2003
Location: The Shire
Posts: 474
Default $wp variable..fix?

HI, I am not sure if $wp variable works for everyone or not, but after adding the 2 grid system for me it didnt work. not sure if 2grid system broke it or not but heres what i did to fix it.

embparser.cpp around line 285 replace:
Code:
		case EVENT_WAYPOINT: {
			std::string temp = "wp";
				temp += itoa(npcid);
			ExportVar(packagename.c_str(), temp.c_str(), data);
			SendCommands(packagename.c_str(), "EVENT_WAYPOINT", npcid, npcmob, mob);
			break;
		}
with

Code:
		case EVENT_WAYPOINT: {
			//std::string temp = "wp";
			//	temp += itoa(npcid);
			//ExportVar(packagename.c_str(), temp.c_str(), data);
			ExportVar(packagename.c_str(), "wp", itoa( (int)npcmob->cur_wp ));
			SendCommands(packagename.c_str(), "EVENT_WAYPOINT", npcid, npcmob, mob);
			break;
		}
parser.cpp around line 445 replace:

Code:
		case EVENT_WAYPOINT: {
			temp = "wp." + (string)itoa(npcid);
			AddVar(temp,data);
			SendCommands("event_waypoint", qstID, npcmob, mob);
			break;
		}
with

Code:
		case EVENT_WAYPOINT: {
			temp = "wp." + (string)itoa(npcid);
			AddVar(temp,itoa( (int)npcmob->cur_wp ));
			//AddVar(temp,data);
			SendCommands("event_waypoint", qstID, npcmob, mob);
			break;
		}
and finally in mob.h around line 760 replace:

Code:
	int		max_wp;
	int		cur_wp;
// used by quest wandering commands
with

Code:
	int		max_wp;
	public:
	int		cur_wp;
	protected:
// used by quest wandering commands
works perfectly for me now hope this helps.
__________________
Nug Blazers - ServerOP / founder
^^comming... later!

www.nugblazers.com
Reply With Quote
  #2  
Old 08-14-2004, 07:13 AM
govtcheeze
Hill Giant
 
Join Date: Mar 2004
Location: South Florida
Posts: 247
Default

Very nice fix!
__________________
GovtCheeze, Welfare Warrior
"Listen, here's the thing. If you can't spot the sucker in the first half hour at the table, then you ARE the sucker." -- Mike McDermott, Rounders

Developer of the original (circa 2004):
Loots v2.0, bitch!
Faction v1.0, bitch!
Magelo-like clone v0.3, bitch!
Zone geometry and spawn/path viewer, bitch!
Reply With Quote
  #3  
Old 08-14-2004, 07:57 AM
sotonin
Demi-God
 
Join Date: May 2004
Posts: 1,177
Default

maybe they'll add 2 grid into the cvs now. o.O... finally
Reply With Quote
  #4  
Old 08-14-2004, 09:15 AM
Cripp's Avatar
Cripp
Discordant
 
Join Date: Oct 2003
Location: The Shire
Posts: 474
Default

i hope so, its so much better. i am havin some troubles getting it working tho. so far i only have the circular type working with it.
__________________
Nug Blazers - ServerOP / founder
^^comming... later!

www.nugblazers.com
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 02:13 AM.


 

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 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3