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  #1  
Old 12-01-2014, 11:48 PM
Leetsauce
Hill Giant
 
Join Date: Apr 2010
Posts: 169
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I can confirm that it will not. You will have to allocate the points(or lackthereof) yourself.

Yes, it's basically the same thing, however there are slight differences like viewing the full information of a single AA in a single screen as opposed to flipping through multiple tables (read: instead of aa_actions, aa_effects, aa_required_level_cost, aa_timers, aldadv_vars)

The only way to do this without having the player to allocate the points is having the player speak with an npc and assigning the AA via the script I posted up above, or a variation thereof, which will auto-assign a specific AA ID.

Edit: you may be able to change around source to prevent the game from removing an arrow from the ammo slot when a shot is fired, but that is more of a pain than just simply having someone click the "buy" button or hailing an npc and clicking some saylinks.

The way I would do this on a class-by-class basis is having a single npc for each class that you would hail, which would have a check on it of some sort, that would provide the AA increments you're looking to assign on a class-by-class basis.
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  #2  
Old 12-02-2014, 12:36 AM
Mariomario
Hill Giant
 
Join Date: Jul 2004
Posts: 143
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This is something I use currently to automatically give people certain AAs when they first create their character on my server. This prevents them from needing to "buy" it in the AA window.

$client->IncrementAA(aa_id) will give the character the specified AA. Please also refer to this thread where someone else asked something similar.

http://www.eqemulator.org/forums/showthread.php?t=38451

Code:
## Temple player.pl

sub EVENT_ENTERZONE
{
	if(!defined $qglobals{"Begin_Adven"})
	{
		quest::setglobal("Begin_Adven",1,5,"F");
		quest::setglobal("CharMaxLevel",50,5,"F");
		
		if($class eq "Ranger")
		{
			$client->IncrementAA(1);
			$client->IncrementAA(2);
			$client->IncrementAA(3);
			$client->IncrementAA(5);
		}
		if($class eq "Wizard" || $class eq "Shaman")
		{
			$client->IncrementAA(2);
			$client->IncrementAA(3);
			$client->IncrementAA(5);
			$client->IncrementAA(6);
		}	
		elsif($class eq "Berserker" || $class eq "Rogue")
		{
			$client->IncrementAA(2);
			$client->IncrementAA(5);
		}
		else
		{
			$client->IncrementAA(2);
			$client->IncrementAA(3);
			$client->IncrementAA(5);
		}	
	}
}
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  #3  
Old 12-02-2014, 01:01 AM
Adcid
Fire Beetle
 
Join Date: Nov 2014
Location: Idaho
Posts: 23
Default

Quote:
Originally Posted by Mariomario View Post
This is something I use currently to automatically give people certain AAs when they first create their character on my server. This prevents them from needing to "buy" it in the AA window.

$client->IncrementAA(aa_id) will give the character the specified AA. Please also refer to this thread where someone else asked something similar.

http://www.eqemulator.org/forums/showthread.php?t=38451
Going to give this a shot... I know this sounds noob, and I know this adjustment needs to be done in pearl, but is there a specific file that I need to modify?
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  #4  
Old 12-02-2014, 12:35 PM
Adcid
Fire Beetle
 
Join Date: Nov 2014
Location: Idaho
Posts: 23
Default

I've had some success. I had been toying with multiple projects with my server, one of them making epics a starting item. Of course I implemented that easily but thought, how can I make it seem more "EverQuest".

Every Character when created starts with a note in their bag telling them to go see their guild master. When you turn this in, you receive a crappy item, a little exp and faction.

While this requires more adjustments to each NPC, i think it gives the game a more quest feel to it.

Code:
if(item_lib.check_turn_in(e.trade, {item1 = 18709})) then
		e.self:Say("Welcome, we are the Protectors of the Pine. Wear this tunic of our guild, and help us defend our great and beautiful woods. Go to Larsk Juton, he will help train you and teach you the power of the woods.");
		e.other:SummonItem(8407);
		e.other:SummonItem(24488);
		e.other:Ding();
		e.other:Faction(265,100,0); -- Protectors of Pine
		e.other:Faction(159,25,0); -- Jaggedpine Treefolk
		e.other:Faction(279,-15,0); -- Sabertooths of Blackburrow
		e.other:Faction(135,25,0); -- Guards of Qeynos
		e.other:AddEXP(100);
		e.other:IncrementAA(205);
Here I've set up the GM in Surefall Glades to accept the note from the new ranger, then give the ranger a Bow & arrow in addition to the endless quiver ability.

I will then take this example, and go to each GM for Rangers to make the needed adjustments.

Edit: This fix seems to only work for surefall glades. The ranger in Greater Faydak has different coding and cannot be resolved with a simple addition of "e.other:IncrementAA(205);"

Last edited by Adcid; 12-02-2014 at 06:12 PM.. Reason: Additional information
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