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Quests::Plugins & Mods Completed plugins for public use as well as modifications.

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Old 02-22-2010, 09:47 PM
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trevius
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Haha yeah, we have discussed it a few times in threads and I finally figured it was time to look into seeing how hard it would be to code it. It was actually much easier than I thought, lol. If I had known that, I would have done it long ago :P

The only other related idea to this that was discussed was the ability to make custom hit messages as well. For example, a snake might "bite" you instead of hit, slash, crush, etc. Unfortunately, doing that would take more work, as it would mean overriding the normal damage packets and instead sending an actual message to the client(s). Maybe some day, but I am pretty happy with what we have so far.
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Old 02-22-2010, 10:39 PM
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trevius
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Ok, I added another plugin to the original post in this thread (edited in the code). The new plugin works similar to the quest::wearchange() command, accept this plugin will set the wearchange weapon model(s) and also set the appropriate attack animation and message type as well.

Here is the usage for the new plugin:
Code:
#Usage: plugin::SetWeapons(PrimaryModel, SecondaryModel, EnableRemoving? );
#Example: plugin::SetWeapons(11, 200);
The EnableRemoving? argument is a bool for if you want 0s in primary or secondary to remove the weapon model from that slot. Otherwise, 0s will just prevent any changes for that slot. So, here are a few examples with explainations:

Code:
plugin::SetWeapons(11); # Will set the primary weapon model to 11 but not change what the second weapon model is currently.

plugin::SetWeapons(11, 200); # Will set the primary to 11 and secondary to 200.

plugin::SetWeapons(0, 200); # Will set the secondary to model 200 without changing whatever model might be set in the primary.

plugin::SetWeapons(0, 200, 1); # Will remove the weapon model from the primary and set the secondary to model 200

plugin::SetWeapons(11, 0, 1); # Will set the primary model to 11 and remove any secondary model.
Note that I have not yet tested the new SetWeapons plugin yet, but I am pretty sure it will work as described. I will test it when I get home and edit this post if it has any issues.
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Old 02-22-2010, 11:48 PM
nenelan
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16 => [ "2HS", "2HB" ] #Berserker

I gave them "2HP" in there as well. Biased as that is what I used for years on mine on live. =P
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Old 02-23-2010, 12:15 AM
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Thanks, I added 2HP into the primary types for Berserkers. I haven't really played one, so I wasn't sure if they could use it or not, lol.

Also, I haven't played a bard much, so I was curious if you guys know how bards normally wield their instruments. Do they normally have them in primary or in secondary slot, or either? Currently, I have it setting them in the primary slot and then leaving the secondary slot empty. Does anyone know which hand normally does the different music playing animations? I am thinking it might be the secondary hand that instruments look properly in for the animations. These plugins won't actually effect the music playing animations anyway, but I am just trying to see if I should put the bard instruments in their offhand, instead of setting them in primary and making them punch with them, lol. Seems like it would make more sense to either put a weapon in primary and the instrument in secondary, or to have nothing in primary and the instrument in secondary. I should be able to script it to handle that fairly easily, but looking for some feedback from someone with more bard experience than I :P

I could also add shields as offhand options for Rogues, and maybe Rangers, but I figured 99% of the time, people wouldn't want them to use shields anyway.
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