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  #1  
Old 02-27-2010, 09:52 PM
Akkadius's Avatar
Akkadius
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Location: MN
Posts: 2,071
Default Another pass through player.pl

Would it be possible to pass saylinks through player.pl to distinguish a menu-like system without targeting anything. This feature would add a lot to the possibilities.

For example :

Code:
$client->Message(15, "$npc_name whispers ' Which mission would you like to read about $name?"); 
$client->Message(15, "[$overthere]"); 
$client->Message(15, "[$kurn]");
$client->Message(15, "[$cityofmist]");
Could use this on object clicks, proximity walk ups etc.

For example I have a proximity portal that is merely one of the things that I would like one of the possibilities for this, and that shows here:



Or perhaps classify it something similar but different from the saylink object, call it floatlink etc. for instance.

Let me know thoughts... Thanks
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  #2  
Old 02-27-2010, 10:10 PM
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trevius
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Default

Yeah, I do agree that it would be awesome to just have saylinks parsed as if you actually did a /say without requiring a target. Until something like that is coded, you can always just force them to have the target you want them to be speaking with. If you set SetTarget(), it will set their target to the proper target as far as the server is concerned, even though it will not actually change their target window display at all.
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  #3  
Old 03-01-2010, 02:28 PM
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Akkadius
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Thank you for this

Quote:
==03/01/2010==
Trevius: Added 2 new optional arguments to quest::gmsay(text, [color, send_to_world?]) - allows changing color and sending to world or just zone.
Trevius: Normal Saylinks should now work without requiring a target for proximity says. Silent saylinks still require a target.
Trevius: Added a check for valid slots when moving items from 1 slot to another.
Trevius: NPCs using 2 Hand Pierce weapon models can be set to skill 99 in the prim_melee_type field of the npc_types table to show the correct attack animations and messages.
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