Go Back   EQEmulator Home > EQEmulator Forums > Quests > Quests::Plugins & Mods

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

Reply
 
Thread Tools Display Modes
  #1  
Old 12-09-2010, 01:59 AM
Kayen
Developer
 
Join Date: Mar 2009
Location: -
Posts: 228
Default plugin::ModSpecialAttack

Instead of having to redefine the entire special attack string every time
you want to make a change this will allow on the fly changes without worrying
about having to account for what the npc's current settings are.

#Usage: plugin::ModSpecialAttack("$Mod", "Ability");
#Add or remove one or more special attacks to an NPC.
#Where "$Mod" is either "Add" or "Remove";
#Where "Ability" is a special ATK value ie "A" or "AB" or "ABH" ect
#Example: ModSpecialAttack("Add", "ABH");
#If NPC as special ATK values set as "Qf" already, and you want to make it immune, this
#plugin will add ABH making your final value "QfABH"
#Returns the current special attack values ie would return "QfABH";
#Kayen [GM Storm Haven] 12/09/10

Code:
sub ModSpecialAttack {

	sub remove_duplicates {
	my($array, $new_array)=@_; 
	my %entries=(); 
	foreach (@$array) {
	next if exists $entries{$_}; 
	$entries{$_}=1} 
	foreach (@$array) { 
	if($entries{$_}){ 
	push @$new_array,$_; 
	$entries{$_}=0; 
	}}}


	my $npc = plugin::val('npc');
	my $Mod = $_[0];
	my $Ability = $_[1];

	my $SATK_A = $npc->HasNPCSpecialAtk("A"); if ($SATK_A) { $SATK_A = "A"; }
	my $SATK_B = $npc->HasNPCSpecialAtk("B"); if ($SATK_B) { $SATK_B = "B"; }
	my $SATK_H = $npc->HasNPCSpecialAtk("H"); if ($SATK_H) { $SATK_H = "H"; }

	my $SATK_S = $npc->HasNPCSpecialAtk("S"); if ($SATK_S) { $SATK_S = "S"; }
	my $SATK_E = $npc->HasNPCSpecialAtk("E"); if ($SATK_E) { $SATK_E = "E"; }
	my $SATK_R = $npc->HasNPCSpecialAtk("R"); if ($SATK_R) { $SATK_R = "R"; }
	my $SATK_r = $npc->HasNPCSpecialAtk("r"); if ($SATK_r) { $SATK_r = "r"; }
	my $SATK_T = $npc->HasNPCSpecialAtk("T"); if ($SATK_T) { $SATK_T = "T"; }
	my $SATK_Q = $npc->HasNPCSpecialAtk("Q"); if ($SATK_Q) { $SATK_Q = "Q"; }
	my $SATK_U = $npc->HasNPCSpecialAtk("U"); if ($SATK_U) { $SATK_U = "U"; }
	my $SATK_M = $npc->HasNPCSpecialAtk("M"); if ($SATK_M) { $SATK_M = "M"; }
	my $SATK_C = $npc->HasNPCSpecialAtk("C"); if ($SATK_C) { $SATK_C = "C"; }
	my $SATK_N = $npc->HasNPCSpecialAtk("N"); if ($SATK_N) { $SATK_N = "N"; }
	my $SATK_I = $npc->HasNPCSpecialAtk("I"); if ($SATK_I) { $SATK_I = "I"; }
	my $SATK_D = $npc->HasNPCSpecialAtk("D"); if ($SATK_D) { $SATK_D = "D"; }
	my $SATK_f = $npc->HasNPCSpecialAtk("f"); if ($SATK_f) { $SATK_f = "f"; }
	my $SATK_O = $npc->HasNPCSpecialAtk("O"); if ($SATK_O) { $SATK_O = "O"; }
	my $SATK_W = $npc->HasNPCSpecialAtk("W"); if ($SATK_W) { $SATK_W = "W"; }
	my $SATK_g = $npc->HasNPCSpecialAtk("g"); if ($SATK_g) { $SATK_g = "g"; } #Must be close to land spells
	my $SATK_d = $npc->HasNPCSpecialAtk("d"); if ($SATK_d) { $SATK_d = "d"; } #Immune to FD

		if ($Mod eq "Remove") {
		@charas = split(//, $Ability);
		foreach $letter (@charas) {
		
			if ($letter eq "A") { undef $SATK_A; }
			if ($letter eq "B") { undef $SATK_B; }
			if ($letter eq "H") { undef $SATK_H; }

			if ($letter eq "S") { undef $SATK_S; }
			if ($letter eq "E") { undef $SATK_E; }
			if ($letter eq "R") { undef $SATK_R; }
			if ($letter eq "r") { undef $SATK_r; }
			if ($letter eq "T") { undef $SATK_T; }
			if ($letter eq "Q") { undef $SATK_Q; }
			if ($letter eq "U") { undef $SATK_U; }
			if ($letter eq "M") { undef $SATK_M; }
			if ($letter eq "C") { undef $SATK_C; }
			if ($letter eq "N") { undef $SATK_N; }
			if ($letter eq "I") { undef $SATK_I; }
			if ($letter eq "D") { undef $SATK_D; }
			if ($letter eq "f") { undef $SATK_f; }
			if ($letter eq "O") { undef $SATK_O; }
			if ($letter eq "W") { undef $SATK_W; }
			if ($letter eq "g") { undef $SATK_g; } #Must be close to land spells
			if ($letter eq "d") { undef $SATK_d; } #Immune to FD
			}
		}

		my $SpecialATK_Var = "$SATK_A$SATK_B$SATK_H$SATK_S$SATK_E$SATK_R$SATK_r$SATK_T$SATK_Q$SATK_U$SATK_M$SATK_C$SATK_N$SATK_I$SATK_D$SATK_f$SATK_O$SATK_W$SATK_g$SATK_d";
		my $Final_Value;

		if ($Mod eq "Add") {
		my $SpecialATK_Var_New = "$SpecialATK_Var$Ability";
		@charas = split(//, $SpecialATK_Var_New);
		my $array=[@charas];
		my $new_array=[]; 
		remove_duplicates($array, $new_array);
		$npc->NPCSpecialAttacks(@$new_array, 0);
		$Final_Value = @$new_array;
		#plugin::Debug("Special Abilities: ADD [@$new_array]");
		}

		if ($Mod eq "Remove") {
		$npc->NPCSpecialAttacks($SpecialATK_Var, 0);
		$Final_Value = $SpecialATK_Var;
		#plugin::Debug("Special Abilities: Removed [$SpecialATK_Var]");
		}
	

	
	return  $Final_Value;

	}

Last edited by trevius; 12-10-2010 at 12:57 AM..
Reply With Quote
  #2  
Old 12-09-2010, 12:40 PM
Kayen
Developer
 
Join Date: Mar 2009
Location: -
Posts: 228
Default

Trev did a rewrite, either version works the same but this one I think is
a bit more efficient.


Code:
#Usage: plugin::ModSpecialAttack("Abilities", Remove?=0);
# Add or remove one or more special attacks to an NPC.
# Abilities is a special ATK value ie "A" or "AB" or "ABH" ect
# Remove is an optional field that defaults to 0 (add).  (1 = remove, 0 = add)
# Example1: plugin::ModSpecialAttack("ABH");
# If NPC as special ATK values set as "Qf" already, and you want to make it immune, this
# plugin will add ABH making your final value "QfABH"
# Returns the current special attack values ie would return "QfABH";
# Example 2: plugin::ModSpecialAttack("ABH", 1);
# Removes "ABH" from the NPC's special attacks, and using the example above, it would become "Qf" again.

sub ModSpecialAttack {
	my $npc = plugin::val('npc');
	my @ModAbilities = split(//, $_[0]);
	my $Remove = $_[1];
	
	# Build the array of the NPC's current ability settings
	my @CurAbilityArray = split(//, $CurAbilities);
	my @AbilityList = ("A","B","H","S","E","R","r","T","Q","U","M","C","N","I","D","f","O","W","g","d");
	foreach $Ability (@AbilityList)
	{
		my $HasAbility = $npc->HasNPCSpecialAtk($Ability);
		if ($HasAbility)
		{

			push (@CurAbilityArray, $Ability);
		}
	}

	my @FinalAbilityArray = ();

	if ($Remove)
	{
		# Removing Abilities
		
		# Check each of the currently set abilities
		foreach $CurAbility(@CurAbilityArray)
		{
			# Rebuild the array 1 ability at a time
			push (@FinalAbilityArray, $CurAbility);
			
			# Check each of the abilities to be removed against the current ones
			foreach $NewAbility (@ModAbilities)
			{
				if ($CurAbility eq $NewAbility)
				{
					# Ability found, so remove it from the array
					pop(@FinalAbilityArray);
				}
			}
		}
	}
	else
	{
		# Adding Abilities
		
		# Check each of the abilities to be added
		foreach $NewAbility (@ModAbilities)
		{
			my $AbilityFound = 0;
			# Check each of the currently set abilities against the ones to be added
			foreach $CurAbility (@CurAbilityArray)
			{
				# If the ability to be added already exists, mark it as found
				if ($CurAbility eq $NewAbility)
				{
					$AbilityFound = 1;
				}
			}
			
			# If the ability to be added was not found, add it to the array
			if (!$AbilityFound)
			{
				push (@CurAbilityArray, $NewAbility);
			}
		}
		
		# Set the final array to equal the current one with the new additions
		@FinalAbilityArray = @CurAbilityArray;
	}
	
	# Rebuild the final array into a string so it can be used in the command
	my $FinalAbilityList = "";
	foreach $FinalAbility (@FinalAbilityArray)
	{
		$FinalAbilityList = join('', $FinalAbilityList, $FinalAbility);
	}
	
	$npc->NPCSpecialAttacks($FinalAbilityList, 0);
	return $FinalAbilityList;
	
}

Last edited by trevius; 12-10-2010 at 12:54 AM..
Reply With Quote
  #3  
Old 12-10-2010, 02:12 AM
Akkadius's Avatar
Akkadius
Administrator
 
Join Date: Feb 2009
Location: MN
Posts: 2,071
Default

Added, I am on vacation to Alaska sorry about the late add.

Great addition, this is another great example of what plugins can do for the community.

I will get to making a compilation of all the plugins in a stickied cheat sheet soon.
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 06:35 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 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3