Go Back   EQEmulator Home > EQEmulator Forums > Quests > Quests::Q&A

Quests::Q&A This is the quest support section

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #14  
Old 03-18-2008, 01:22 AM
So_1337
Dragon
 
Join Date: May 2006
Location: Cincinnati, OH
Posts: 689
Default

Admittedly, I skimmed your post. Was checking the forums real quick before leaving for work. Saw this:
Quote:
... is there a way to script a trigger that says if something is said && player said it?
And replied. I see what you're meaning now.

1. Can $name =~ $name be used to check to make sure it's a player name and not an npc name?
Haven't tested, but that seems to be your idea, and it seems like it should work just fine. You'll have to give it a shot. However, keep reading through this post, and you might see where it's unnecessary.

2. What does ~ tell the script to do?
3. What does /i tell the script to do?
Quote:
Originally Posted by From the quest tutorial wiki
Note the /i. This means it is case insensitive. It is always better to include this.

$text =~/Hello/ - Would match "Hello", but not "hello".
$text =~/hello/ - Would match "hello", but not "Hello".
$text =~/hello/i - Would match "Hello" and "hello".
$text =~/me/ - Would match the "me" in name.
$text =~/\bme\b/ - Would not match the "me" in name. The "\b" means there must not be text next to the match so "me" must be by itself.
$text =~/^me$/i - Would only match if me is the only text said. The "^" tells it it must be the first thing said and the "$" tells it it must be the last thing.
4. When you update a script, will the new script work right away without doing anything to the server? Or do you have to #repop, restart the zone, or do you always have to restart the server?
5. When you add a new npc to the database, to have him spawn, do you have to #repop, restart the zone, or do you always have to restart the server?
6. When you change specific values in a table regarding a specific npc, again, when do the changes take affect?
Quote:
Originally Posted by Cavedude
Changes to items, loot, spells, and factions in anyway require a full server reboot.

Creating new spawns, adding doors/objects, changing merchantlists, and some quests in addition to #reloadqst also require a zone reboot.

Changing/creating NPCs only require a #repop. This includes changing their faction/loot/spell id, provided the new ID already exists and doesn't need to be created.

Most quests only require a #reloadpl, though ones that use a lot of globals or user defined variables often require a zone shutdown in addition. Thelin Poxbourne and the Nexus port scripts are two examples.

Just about everything else can be done on the fly, or has a command that does so.
And just a final thought, but is "bend" really causing him to only reply to his hail script? The trigger for that is the "hail" portion, not his name.

Last edited by So_1337; 03-18-2008 at 09:25 AM..
Reply With Quote
 


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 05:20 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