Implemented standardized zone controller scripts (Rule Zone, UseZoneController) Defaulted to true

- When a zone boots, it will spawn an invisible npc by the name of zone_controller
	- Lua and Perl scripts can be represented with this npc as zone_controller.pl/lua
	- This NPC's ID is ruled be define ZONE_CONTROLLER_NPC_ID 10
	- Two EVENT's uniquely are handled with this NPC/controller (They only work with the zone_controller NPC)
		- EVENT_SPAWN_ZONE :: All NPC spawns in the zone trigger the controller and pass the following variables:
			$spawned_entity_id
			$spawned_npc_id
		- EVENT_DEATH_ZONE :: All NPC deaths in the zone trigger the controller event and pass the following variables:
			$killer_id
			$killer_damage
			$killer_spell
			$killer_skill
			$killed_npc_id
This commit is contained in:
Akkadius
2015-12-29 04:08:10 -06:00
parent f25246e1a0
commit 8425607460
14 changed files with 111 additions and 31 deletions
+9 -2
View File
@@ -484,10 +484,17 @@ QuestInterface *QuestParserCollection::GetQIByNPCQuest(uint32 npcid, std::string
//second look for /quests/zone/npcname.ext (precedence)
const NPCType *npc_type = database.LoadNPCTypesData(npcid);
if(!npc_type) {
if (!npc_type && npcid != ZONE_CONTROLLER_NPC_ID) {
return nullptr;
}
std::string npc_name = npc_type->name;
std::string npc_name;
if (npcid == ZONE_CONTROLLER_NPC_ID){
npc_name = "zone_controller";
}
else{
npc_name = npc_type->name;
}
int sz = static_cast<int>(npc_name.length());
for(int i = 0; i < sz; ++i) {
if(npc_name[i] == '`') {