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  #16  
Old 07-20-2017, 11:23 AM
Fridgecritter
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Join Date: Feb 2008
Posts: 189
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I saw the gambling NPC too! A lot of players would turn in augments again to get them upgraded, waiting an entire night for +1 to each stat. It's no wonder they were all over the upgrade/gambler NPC. Sent you a message.
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  #17  
Old 08-01-2017, 10:26 PM
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javewow
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Join Date: Aug 2012
Location: work
Posts: 74
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PST save plugins.pl ?
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  #18  
Old 08-03-2017, 10:41 AM
Fridgecritter
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Join Date: Feb 2008
Posts: 189
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Quote:
Originally Posted by javewow View Post
PST save plugins.pl ?
Huh? Can you elaborate?
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  #19  
Old 08-15-2017, 08:40 PM
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javewow
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Posts: 74
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Windows is perl5.123 for DBI

Dowload

http://http://wiki.eqemulator.org/l/...tware/Perl.rar

Unzip

COPY --to- C:/perl/
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To create the most beautiful server for "!!~[BP] PLARYBOT EQ~!" Welcome to our server
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  #20  
Old 08-23-2017, 02:28 PM
Fridgecritter
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What you just posted has nothing to do with the topic.
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  #21  
Old 02-19-2022, 04:17 PM
Burningsoul
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Join Date: Oct 2009
Posts: 312
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Code:
#!/usr/bin/perl
use DBI;


#database configuration information
$db="peq";
$host="localhost";
$user="root";
$password="eqemu"; 

#connect to MySQL database
my $dbh = DBI->connect ("DBI:mysql:database=$db:host=$host", $user, $password);

sub EVENT_SAY 
{ 
	my $workOrders = quest::saylink("Work orders", 1);
	my $redeem = quest::saylink("Redeem ornamentations", 1);
	if($text=~/Hail/i)
	{
		plugin::Whisper("I am the only one in the stable area who can transmute a weapon you have into an ornamentation. I work the same way the others do, but my magic will ONLY work on weapons. When I perform this service, you will provide me a weapon along with the correct payment, and roughly 24 hours later I will have your tailor-made ornamentation ready to use. These ornamentations can only be inserted into the ornamentation slot on your weapon by users of newer clients. After inserting you may return to an older client and maintain the graphic and additional benefit from the ornamentation. If you would like to check your work  " . quest::saylink("orders",1 ) . ", or if you wish to redeem any finished items, click " . quest::saylink("redeem ornamentations",1, "redeem") . ".") ;
	}
	
	if($text=~/orders/i)
	{
		#Get current work orders that need to be fulfilled for player.
		my $workorders = $dbh->prepare( "SELECT * from augment_work_orders where player_id = '$charid'");
		$workorders->execute( );
		
		my $hasWorkOrder = false;
		while ( my @workorderrow = $workorders->fetchrow_array( ) )  {
			$hasWorkOrder = true;
			my $newAugId = @workorderrow[2];
			
			#get the stats for this augment
			my $workOrderItem = $dbh->prepare("SELECT * from items where id = '$newAugId'");
			$workOrderItem->execute();
			my @row = $workOrderItem->fetchrow_array();
			
			#display information to the client about their item
			plugin::Whisper("--------$row[2]:---------'");
			plugin::Whisper("Damage: $row[51], Delay: $row[54]") ;  
			plugin::Whisper("HP: $row[77], Mana: $row[90]") ; 
			plugin::Whisper("Mana Regen: $row[91], HP Regen: $row[78]") ;
			plugin::Whisper("AC: $row[4], ATK: $row[12]");
			plugin::Whisper("STR: $row[11]") ; 		
			plugin::Whisper("STA: $row[10]") ; 		
			plugin::Whisper("AGI: $row[3]") ; 			
			plugin::Whisper("DEX: $row[7]") ; 		
			plugin::Whisper("WIS: $row[28]") ; 		
			plugin::Whisper("INT: $row[8]") ; 		
			plugin::Whisper("CHA: $row[6]") ; 		
			plugin::Whisper("PR: $row[100]") ; 		
			plugin::Whisper("MR: $row[96]") ; 		
			plugin::Whisper("DR: $row[57]") ; 		
			plugin::Whisper("FR: $row[73]") ;			
			plugin::Whisper("CR: $row[50]") ; 	
			plugin::Whisper("Haste: $row[75]");
		}
		
		#if there weren't any work orders, tell them
		if(!$hasWorkOrder)
		{
			plugin::Whisper("I currently do not have any work orders from you.");
		}
	}
	
	if($text =~/Redeem ornamentations/i)
	{
		#get the augments that have been added long enough to go through a server restart
		my $workorders = $dbh->prepare( "SELECT * from augment_work_orders where player_id = '$charid' ;");
		$workorders->execute( );
		while ( my @workorderrow = $workorders->fetchrow_array( ) ) 
		{
			#give item to player
			quest::summonitem(@workorderrow[2]);
			
			#remove work order from the augment_work_order table
			my $removeWorkOrder = $dbh->prepare( "delete from augment_work_orders where player_id = '$charid' and item_id = '$workorderrow[2]'");
			$removeWorkOrder->execute( );
		}
		plugin::Whisper("I have nothing more to return to you at this time.");
		
	}
}

sub EVENT_ITEM 
{
	#get the stats on each of the items given to the NPC
	my $sth = $dbh->prepare( "SELECT * FROM items where id = '$item1';");
	$sth->execute( );
	
	#create variables for all of the stats to be added together
	my $dmg = 0;       	
	my $delay = 0;		
	my $hp = 0; 		
	my $regen = 0;		
	my $mana = 0;		
	my $manaregen = 0; 
	my $ac = 0; 		
	my $atk = 0; 		
	my $str = 0; 		
	my $sta = 0; 		
	my $agi = 0; 		
	my $dex = 0; 		
	my $wis = 0; 		
	my $int = 0; 		
	my $cha = 0;		
	my $pr = 0; 		
	my $mr = 0; 		
	my $dr = 0; 		
	my $fr = 0;			
	my $cr = 0;			
	my $haste = 0;	
	my $augtype = 0;
	my $spelldmg = 0;
	my $healamt = 0;
	my $ds = 0;
	my $hstr = 0;
	my $hsta = 0;
	my $hagi = 0;
	my $hdex = 0;
	my $hwis = 0;
	my $hint = 0;
	my $hcha = 0;
	
	#create variable to store tier (Used for pricing increases)
	my $tier = 0;
	
	while ( my @row = $sth->fetchrow_array( ) )  {
		#increment stats for each item
		$dmg = $dmg + $row[51];       	
		$delay = $delay + $row[54];				
		$hp = $hp + $row[77]; 				
		$regen = $regen + $row[78];				
		$mana = $mana + $row[90];			
		$manaregen = $manaregen + $row[91]; 
		$endurance = $row[62];
		$ac = $ac + $row[4]; 					
		$atk = $atk + $row[12]; 				
		$str = $str + $row[11]; 			
		$sta = $sta + $row[10]; 				
		$agi = $agi + $row[3]; 					
		$dex = $dex + $row[7]; 					
		$wis = $wis + $row[28]; 				
		$int = $int + $row[8]; 					
		$cha = $cha + $row[6]; 				
		$pr = $pr + $row[100]; 				
		$mr = $mr + $row[96]; 					
		$dr = $dr + $row[57]; 					
		$fr = $fr + $row[73];					
		$cr = $cr + $row[50]; 					
		$haste = $haste + $row[75]; 
		$augtype = 524288;
		$slot = $row[112];
		$spelldmg = $row[237]+50;
		$healamt = $row[236]+50;
		$clairvoyance = $row[238]+50;
		$icon = $row[79];
		$class = $row[45];
		$proceffect = $row[145];
		$procrate = $row[101];
		$ds = $row[52]+50;
		$hstr = $row[11]+1;
		$hsta = $row[10]+1;
		$hdex = $row[7]+1;
		$hagi = $row[3]+1;
		$hwis = $row[28]+1;
		$hint = $row[8]+1;
		$hcha = $row[6]+1;
		$focuseffect = $row[72];
		$worneffect = $row[150];
		$worntype = $row[151];
		$focustype = $row[155];
		#loreitem = $row[2];
		$elemdmg = $row[61];
		$elemdmgtype = $row[60];
		$skillmodtype = $row[110];
		$skillmodvalue = $row[111];
		$graphic = $row[80];
		
		#determine the highest tier and set it as tear
		if($row[253] > $tier)
		{
			$tier = $row[253];
		}
	}
	
	#increment tier for new item
	$tier = $tier + 1;
	
	#pricing structure for stat types
	$regularStatPrice = 10; #same and resists
	$achpmanaPrice = 1000; #same
	$hStatsCost = 5000; # heroics
	$hasteCost = 100; #dmg and haste
	$DmgregenCost = 2500; #mod2s
	
	#calculate regular stats totals and add to cost
	my $regularStats = $str + $sta + $agi + $dex + $wis + $int + $cha + $pr + $mr + $dr + $fr + $cr; 
	$cost = $regularStatPrice * $regularStats;
	
	#calculate AC + HP + Mana totals and add to cost
	my $achpmanaStats = $hp + $mana + $ac;
	$cost = $cost + ($achpmanaStats * $achpmanaPrice);
	
	#calculate resists totals and add to cost
	my $hStats = $hstr + $hsta + $hagi + $hdex + $hwis + $hint + $cha;
	$cost = $cost + ($hStatsCost * $hStats);
	
	#calculate Haste totals and add to cost
	my $hasteStat = $haste + $dmg;
	$cost = $cost + ($hasteCost * $hasteStat);
	
	#calculate DMG and Regen totals and add to cost
	my $DmgregenStat = $regen + $manaregen + $spelldmg + $healamt + $dmgshield + $ds;
	$cost = $cost + ($DmgregenCost * $DmgregenStat);
	
	
	#multiply cost by tier to get final price
	$cost = $cost * 13 ;
	$cost = $cost * $tier; #tier is how many times the item has been turned in. price increases dramatically
	
	#setmax
	if($cost > 90000000) {
	$cost = 90000000;
	}
	
	#display price to client
	plugin::Whisper("The total cost to turn these items into an augment is $cost platinum pieces.") ;
	
	#if they included the correct amount of money, create the item and the work order
	if($platinum == $cost)
		{
			#insert statement for new item
			my $maxidquery = $dbh->prepare( ("SELECT (max(id) + 1) FROM items;"));
			$maxidquery->execute();
			my $maxid = 0;
			while ( my @maxidcheck = $maxidquery->fetchrow_array( ) )  {
				$maxid = @maxidcheck[0];
			}
			plugin::Whisper("Max ID is: " . $maxid . "!");
			
			my $newAugStatement = "INSERT INTO `peq`.`items` (`id`,`minstatus`,`Name`,`aagi`,`ac`,`accuracy`,`acha`,`adex`,`aint`,`artifactflag`,`asta`,`astr`,`attack`,`augrestrict`,`augslot1type`,`augslot1visible`,`augslot2type`,`augslot2visible`,`augslot3type`,`augslot3visible`,`augslot4type`,`augslot4visible`,`augslot5type`,`augslot5visible`,`augslot6type`,`augslot6visible`,`augtype`,`avoidance`,`awis`,`bagsize`,`bagslots`,`bagtype`,`bagwr`,`banedmgamt`,`banedmgraceamt`,`banedmgbody`,`banedmgrace`,`bardtype`,`bardvalue`,`book`,`casttime`,`casttime_`,`charmfile`,`charmfileid`,`classes`,`color`,`combateffects`,`extradmgskill`,`extradmgamt`,`price`,`cr`,`damage`,`damageshield`,`deity`,`delay`,`augdistiller`,`dotshielding`,`dr`,`clicktype`,`clicklevel2`,`elemdmgtype`,`elemdmgamt`,`endur`,`factionamt1`,`factionamt2`,`factionamt3`,`factionamt4`,`factionmod1`,`factionmod2`,`factionmod3`,`factionmod4`,`filename`,`focuseffect`,`fr`,`fvnodrop`,`haste`,`clicklevel`,`hp`,`regen`,`icon`,`idfile`,`itemclass`,`itemtype`,`ldonprice`,`ldontheme`,`ldonsold`,`light`,`lore`,`loregroup`,`magic`,`mana`,`manaregen`,`enduranceregen`,`material`,`herosforgemodel`,`maxcharges`,`mr`,`nodrop`,`norent`,`pendingloreflag`,`pr`,`procrate`,`races`,`range`,`reclevel`,`recskill`,`reqlevel`,`sellrate`,`shielding`,`size`,`skillmodtype`,`skillmodvalue`,`slots`,`clickeffect`,`spellshield`,`strikethrough`,`stunresist`,`summonedflag`,`tradeskills`,`favor`,`weight`,`UNK012`,`UNK013`,`benefitflag`,`UNK054`,`UNK059`,`booktype`,`recastdelay`,`recasttype`,`guildfavor`,`UNK123`,`UNK124`,`attuneable`,`nopet`,`updated`,`comment`,`UNK127`,`pointtype`,`potionbelt`,`potionbeltslots`,`stacksize`,`notransfer`,`stackable`,`UNK134`,`UNK137`,`proceffect`,`proctype`,`proclevel2`,`proclevel`,`UNK142`,`worneffect`,`worntype`,`wornlevel2`,`wornlevel`,`UNK147`,`focustype`,`focuslevel2`,`focuslevel`,`UNK152`,`scrolleffect`,`scrolltype`,`scrolllevel2`,`scrolllevel`,`UNK157`,`serialized`,`verified`,`serialization`,`source`,`UNK033`,`lorefile`,`UNK014`,`svcorruption`,`skillmodmax`,`UNK060`,`augslot1unk2`,`augslot2unk2`,`augslot3unk2`,`augslot4unk2`,`augslot5unk2`,`augslot6unk2`,`UNK120`,`UNK121`,`questitemflag`,`UNK132`,`clickunk5`,`clickunk6`,`clickunk7`,`procunk1`,`procunk2`,`procunk3`,`procunk4`,`procunk6`,`procunk7`,`wornunk1`,`wornunk2`,`wornunk3`,`wornunk4`,`wornunk5`,`wornunk6`,`wornunk7`,`focusunk1`,`focusunk2`,`focusunk3`,`focusunk4`,`focusunk5`,`focusunk6`,`focusunk7`,`scrollunk1`,`scrollunk2`,`scrollunk3`,`scrollunk4`,`scrollunk5`,`scrollunk6`,`scrollunk7`,`UNK193`,`purity`,`evoitem`,`evoid`,`evolvinglevel`,`evomax`,`clickname`,`procname`,`wornname`,`focusname`,`scrollname`,`dsmitigation`,`heroic_str`,`heroic_int`,`heroic_wis`,`heroic_agi`,`heroic_dex`,`heroic_sta`,`heroic_cha`,`heroic_pr`,`heroic_dr`,`heroic_fr`,`heroic_cr`,`heroic_mr`,`heroic_svcorrup`,`healamt`,`spelldmg`,`clairvoyance`,`backstabdmg`,`created`,`elitematerial`,`ldonsellbackrate`,`scriptfileid`,`expendablearrow`,`powersourcecapacity`,`bardeffect`,`bardeffecttype`,`bardlevel2`,`bardlevel`,`bardunk1`,`bardunk2`,`bardunk3`,`bardunk4`,`bardunk5`,`bardname`,`bardunk7`,`UNK214`,`subtype`,`UNK220`,`UNK221`,`heirloom`,`UNK223`,`UNK224`,`UNK225`,`UNK226`,`UNK227`,`UNK228`,`UNK229`,`UNK230`,`UNK231`,`UNK232`,`UNK233`,`UNK234`,`placeable`,`UNK236`,`UNK237`,`UNK238`,`UNK239`,`UNK240`,`UNK241`,`epicitem`)
					VALUES ( '$maxid',  '0', '$name`s Ornamentation', '$agi', '$ac', '0', '$cha', '$dex', '$int', '0', '$sta', '$str', '$atk', '0', '0', '1', '0', '1', '0', '1', '0', '1', '0', '1', '0', '1', '$augtype', '0', '$wis', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '65535', '4278190080', '0', '0', '0', '0', '$cr', '$dmg', '$ds', '0', '0', '47001', '0', '$dr', '0', '0', '$elemdmgtype', '$elemdmg', '$endurance', '0', '0', '0', '0', '0', '0', '0', '0', '0', '$focuseffect', '$fr', '0', '$haste', '0', '$hp', '$regen', '$icon', '$graphic', '0', '54', '0', '16', '1', '0', '$name made this Ornamentation', '0', '0', '$mana', '$manaregen', '0', '0', '0', '0', '$mr', '0', '1', '0', '$pr', '$procrate', '65535', '0', '0', '0', '0', '1', '0', '0', '$skillmodtype', '$skillmodvalue', '$slot', '-1', '0', '0', '0', '0', '0', '0', '0', '0', '1', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '2010-09-11 11:23:49', '0', '0', '1', '0', '0', '0', '0', '0', '0', '0', '$proceffect', '0', '0', '0', '0', '$worneffect', '$worntype', '0', '0', '0', '$focustype', '0', '0', '0', '-1', '0', '0', '0', '0', NULL, '2009-04-10 17:38:02', NULL, '13THFLOOR', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '-1', '0', '0', '0', '0', '0', '-1', '0', '0', '0', '0', '0', '-1', '0', '0', '0', '0', '0', '0', '-1', '0', '0', '0', '0', '0', '0', '-1', '0', '0', '0', '0', '0', '0', '-1', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '$hstr', '$hint', '$hwis', '$hagi', '$hdex', '$hsta', '$hcha', '0', '0', '0', '0', '0', '0', '$healamt', '$spelldmg', '$clairvoyance', '0', '20031014223933', '0', '70', '0', '0', '0', '-1', '0', '0', '0', '0', '0', '0', '0', '0', '0', '-1', '$tier', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0' );";
			my $createAug = $dbh->prepare("$newAugStatement");
			$createAug->execute( );
			
			#get the new items id
			my $lastid = $dbh->prepare( ("SELECT id from items order by id desc limit 1;"));
			$lastid->execute( );
			my $newAugId = 0;
			while ( my @row2 = $lastid->fetchrow_array( ) )  {
				$newAugId = @row2[0];
			}
			
			
			#create new augment work order with newly created item
			#has to work like this since items are not automatically added to the game when added in DB
			my $workOrderCreate = $dbh->prepare("insert into `peq`.`augment_work_orders` (player_id, item_id, order_date) values ('$charid', '$newAugId', NOW());");
			$workOrderCreate->execute();
			
			
			#Notify the Player that the work order was successful
			plugin::Whisper("Work order created successfully");
			
		}else
		{
			plugin::return_items(\%itemcount);
		}
	

}
Spent a week fixing this with N!te and Prymetymes' help. Working as of 2/19/22
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