Not sure if this is perl or has to be done in compiling, but how would i go about gettinga zone emote whenever someone zones into that zone, like on live when it says , "such and such wants to speak to you thats why i sent this message to you soandso" something like that ...any idea? thanks in advance !
i would suspect in client_process.cpp you can do a check for a field in the db, and if the user does not have a certain, maybe quest variable perhaps? it would do that emote.
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namespace retval { template <class T> class ReturnValueGen { private: T x; public: ReturnValueGen() { x = 0; }; T& Generator() { return x; }; }; } int main() { retval::ReturnValueGen<int> retvalue; return retvalue.Generator(); }
C++ is wonderful.
i would suspect in client_process.cpp you can do a check for a field in the db, and if the user does not have a certain, maybe quest variable perhaps? it would do that emote.
in plugin.pl this would have to be added this is messy but a least a starting point.
Code:
undef $logon;
if($subr =~ /EVENT_LOGON/) { $event="logon";}
defined $logon && defined &{"$logon$event"} && &{"$logon$event"} && return;
umm i think it would have to be defined in the perl source also ...
thats about as far as I got so far...
Not sure it's advisable to do it in a quest way : quests are very much tied to a NPC, as it is. And plugin and default files are for a single NPC, even if they seem to be zone wide.
Prolly you would end up with several NPCs in the zone telling the Character.
i spose the best way to achieve result is to tinker the client_process file, and modify the code rsponding to client enterin the zone.
yeah, the question might be : would a zone wide quest (i.e. trigggered by someone entering the zone) make sense, in the way events work now (events are NPC relative, not player relative)
I can see a use for this. The only problem that comes to mind is the cpu overhead involved. Imagine an even triggered on 500 mobs in a zone every time someone enters it! Even if the mob doesn't do anything or have this event_zoneenter defined, the server will still have to try to trigger it.
To make it work, you would have to limit the scope. Either have a flag on a mob that says it gets this event triggered, thus allowing the rest to be ignored, or have a specific mob with a special name being the only one to have this event (it could then set things in motion by using signal and quest globals).
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Maybe I should try making one of these servers...
i believe we will end up setting a mask on events for each mob anyway, to flag what type of events that mob wants to receive. This way cpu usage becomes tied to what's really used.
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