Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Feature Requests

Development::Feature Requests Post suggestions/feature requests here.

Reply
 
Thread Tools Display Modes
  #1  
Old 06-30-2006, 09:27 AM
unicorn97211
Sarnak
 
Join Date: May 2006
Posts: 37
Default #modeltest command

My wife likes to do the zone population. I created a #modeltest command so that she could explore models in each zone. It works like this:

#modeltest [Start Race ID] [End Race ID]

When I enter:

#modeltest 1 10

Spawns 3 rows of 10 mobs using my current loc as the base origin. The first row of 10 is races 1 through 10 male gender, the second row of 10 is races 1 through 10 female gender and the third row of 10 is races 1 through 10 unisex gender.

Code:
 1m   1f    1u
 2m   2f    2u
 3m   3f    3u
 4m   4f    4u
 5m   5f    5u
 6m   6f    6u
 7m   7f    7u
 8m   8f    8u
 9m   9f    9u
10m  10f   10u
#modeltest 1 40

Spawns 4 groups of the 3x10 rows listed above for models 1 through 40. Basically we are wrapping at 10. Like so:

Code:
 1m   1f    1u     11m  11f   11u      21m   21f    21u      31m   31f    31u
 2m   2f    2u     12m  12f   12u      22m   22f    22u      32m   32f    32u      
 3m   3f    3u     13m  13f   13u      23m   23f    23u      33m   33f    33u     
 4m   4f    4u     14m  14f   14u      24m   24f    24u      34m   34f    34u     
 5m   5f    5u     15m  15f   15u      25m   25f    25u      35m   35f    35u     
 6m   6f    6u     16m  16f   16u      26m   26f    26u      36m   36f    36u     
 7m   7f    7u     17m  17f   17u      27m   27f    27u      37m   37f    37u     
 8m   8f    8u     18m  18f   18u      28m   28f    28u      38m   38f    38u     
 9m   9f    9u     19m  19f   19u      29m   29f    29u      39m   39f    39u     
10m  10f   10u     20m  10f   20u      30m   30f    30u      40m   40f    40u
This is nice when choosing models because you can just spawn a range of races and it's very clearly seen which ones work among all the male humans that don't.

When you see a mob in the grid you like, just target it and #npcstat it to get all the modeling info you need to create your spawns.

I did this once using a range of 1 to 400. LAG! haha but it worked.

If anyone else is interested in this command I'll clean up the code and post it. I'm thinking of adding options to the command to also specify gender and texture/material ranges.
Reply With Quote
  #2  
Old 06-30-2006, 10:04 PM
Belfedia
Demi-God
 
Join Date: Jan 2005
Posts: 1,109
Default

I think this command must be include in official version, it was a powerfull tools for search models available in zone. That wonderful
__________________
__________________________________________________ _____________________________________
I speak english like a spanish cow..., I speak spanish like a english pudding...
But I try to speak good french !!! (Non au langage SMS sur forum)
http://eqfroggy.new.fr : Froggy French Server Website.
Reply With Quote
  #3  
Old 07-01-2006, 06:17 AM
soulshot
Hill Giant
 
Join Date: Jun 2006
Posts: 142
Default Nice

Please do =) that sounds really great as far as a quick way to see visually how the differant mobs would look.
Reply With Quote
  #4  
Old 07-02-2006, 10:22 AM
unicorn97211
Sarnak
 
Join Date: May 2006
Posts: 37
Default

It's still a tad rough but here ya go, I recommend using #repop between uses if you are using large ranges.

Usage:

#modeltest [Start Race] [End Race] [Start Gender] [End Gender] [Start Texture] [End Texture] [Helm Texture]

Examples:

#modeltest 1 3

Shows a model for human, barbarian and erudite for each gender with a texture of 0 and helm texture of 0.

#modeltest 1 3 0 0

Shows only male models for human, barbarian and erudite with a texture of 0 and helm texture of 0.

#modeltest 1 3 0 0 0 10

Shows only male models for human, barbarian and erudite with textures 0 through 10 and helm texture of 0.

#modeltest 1 3 0 0 0 10 2

Shows only male models for human, barbarian and erudite with textures 0 through 10 and helm texture of 2.

#modeltest 1 400

Shows a model for races 1 through 400 for each gender with a texture of 0 and helm texture of 0 and causes a ton of lag!


The Code:
command.h

change:
Code:
void command_mlog(Client *c, const Seperator *sep);
to:
Code:
void command_mlog(Client *c, const Seperator *sep);
// EverHood 6/14/06
void command_modeltest(Client *c, const Seperator *sep);
command.cpp

change:
Code:
		command_add("npcemote","[message] - Make your NPC target emote a message.",150,command_npcemote)
to:
Code:
		command_add("npcemote","[message] - Make your NPC target emote a message.",150,command_npcemote) ||
		// EverHood 6/14/06
		command_add("modeltest","- Spawn an NPC for every race in a grid. *Use in open areas!",250,command_modeltest)
Add this to the end:
Code:
// EverHood 6/14/06
// Wifes world buidling request
void command_modeltest(Client *c, const Seperator *sep)
{
	if(sep->arg[1][0] == '\0') {
		c->Message(0, "Syntax: #modeltest [Start Race] [End Race] [Start Gender] [End Gender] [Start Texture] [End Texture] [Helm Texture]");
		return;
	}

	int x = 1,y = 1,StartGender = 0,EndGender=2,StartTexture=0,EndTexture=0,HelmTexture=0;
	int start_race = atoi(sep->arg[1]);
	int maxraces = atoi(sep->arg[2]);
	if(!sep->arg[3][0] == '\0')
		StartGender=atoi(sep->arg[3]);
	if(!sep->arg[4][0] == '\0')
		EndGender=atoi(sep->arg[4]);
	if(!sep->arg[5][0] == '\0')
		StartTexture=atoi(sep->arg[5]);
	if(!sep->arg[6][0] == '\0')
		EndTexture=atoi(sep->arg[6]);
	if(!sep->arg[7][0] == '\0')
		HelmTexture=atoi(sep->arg[7]);
	if(maxraces<start_race)
		maxraces=start_race;
	c->Message(0,"Spawning %i Races %i Genders and %i Textures.",maxraces-start_race,(EndGender-StartGender)+1,(EndTexture-StartTexture)+1);
	for(int race = start_race;race<=maxraces; race++){
		for(int gender = StartGender;gender<=EndGender; gender++){
			for(int texture = StartTexture;texture<=EndTexture; texture++){
				//Time to create the NPC!!
				NPCType* npc_type = new NPCType;
				memset(npc_type, 0, sizeof(NPCType));
				strcpy(npc_type->name,"Test");
				npc_type->cur_hp = 100; 
				npc_type->max_hp = 100; 
				npc_type->race = race;
				npc_type->gender = gender; 
				npc_type->class_ = 1; 
				npc_type->deity= 1;
				npc_type->level = 1;
				npc_type->npc_id = 0;
				npc_type->loottable_id = 0;
				npc_type->texture = texture;
				npc_type->light = 0;
				npc_type->walkspeed = 0.67;
				npc_type->runspeed = 1.25;
				npc_type->merchanttype = 0;	
				npc_type->bodytype = 0;
				npc_type->equipment[7] = 0;
				npc_type->equipment[8] = 0;
				npc_type->helmtexture = HelmTexture;
				npc_type->STR = 150;
				npc_type->STA = 150;
				npc_type->DEX = 150;
				npc_type->AGI = 150;
				npc_type->INT = 150;
				npc_type->WIS = 150;
				npc_type->CHA = 150;
				
				NPC* npc = new NPC(npc_type, 0,c->GetX()+(x*10)-(gender*2), c->GetY()+(y*60)-(gender*9)-(texture*3), c->GetZ(), 180);
				npc->GiveNPCTypeData(npc_type);
				//safe_delete(npc_type);
			
				entity_list.AddNPC(npc);
			}
		}
		if(x==10){
			x=1;
			y++;
		}else{
			x++;
		}
	}
}
Let me know if anyone wants a unified diff of this and I'll work one up.

Enjoy
Reply With Quote
  #5  
Old 07-04-2006, 04:18 AM
fathernitwit
Developer
 
Join Date: Jul 2004
Posts: 773
Default

hmm... this is a nice tool, but I would really like to see things like this written in perl. The only problem is that there is no way to make a raw NPC like this, however I think there should be. Would you consider writting up a new quest method: quest::spawnraw() which takes each of the npc_type fields (plus location) as arguments and does what your inner loop does? Such a command would prove quite useful for regular quests, and would allow this to be written as a perl command.
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 10:57 PM.


 

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