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  #1  
Old 01-31-2013, 12:22 AM
Zaela_S
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Join Date: Jun 2012
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If the quest scripting option is the only thing that is wanted/justifiable, I'm fine just working on that and keeping the rest to myself. It would be a lot less work, and I don't really have anything to gain in working on it anyway, just figured I might as well offer. Integrating it into the Parser/QuestManager handler classes shouldn't be too hard, and I think that'll get it just where it's wanted.

Lua does seem to have a very minimalist, "if you want something done, write the module/library yourself" mindset behind it, which is fine for me but I can see where that would be problematic for a works-out-of-the-box project like EQEmu.
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  #2  
Old 01-31-2013, 12:40 PM
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cavedude
The PEQ Dude
 
Join Date: Apr 2003
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Quote:
Originally Posted by Zaela_S View Post
If the quest scripting option is the only thing that is wanted/justifiable, I'm fine just working on that and keeping the rest to myself. It would be a lot less work, and I don't really have anything to gain in working on it anyway, just figured I might as well offer. Integrating it into the Parser/QuestManager handler classes shouldn't be too hard, and I think that'll get it just where it's wanted.

Lua does seem to have a very minimalist, "if you want something done, write the module/library yourself" mindset behind it, which is fine for me but I can see where that would be problematic for a works-out-of-the-box project like EQEmu.
I'm actually more interested in the spawning stuff, to be honest. The quest scripting is more a it'd be nice to have it, but ultimately there is nothing wrong with Perl for that. But, don't kill yourself. If something can't be done easily, forget about it.
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Old 01-31-2013, 08:16 PM
Zaela_S
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Originally Posted by cavedude View Post
I'm actually more interested in the spawning stuff, to be honest. The quest scripting is more a it'd be nice to have it, but ultimately there is nothing wrong with Perl for that. But, don't kill yourself. If something can't be done easily, forget about it.
Spawns would probably be the single easiest thing to implement without disturbing any of the existing systems -- just need to add a lua_spawn_id variable to NPCs, and then do all the LuaSpawn checks/processes after the Spawn2 versions. Wouldn't be any problem to have Lua-spawned NPCs use Perl quest scripts, of course.

Could probably have just the spawns and maybe path grids done in an evening or two. Then I'd just need to figure out where and how to commit stuff ;p
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Old 02-01-2013, 12:04 AM
sorvani
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Join Date: May 2010
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Originally Posted by Zaela_S View Post
Could probably have just the spawns and maybe path grids done in an evening or two. Then I'd just need to figure out where and how to commit stuff ;p
Just post a diff here for the server code changes
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