14 Commits
Author SHA1 Message Date
regneq 09f5174299 added a missing version number in version.h 2017-04-07 19:54:13 -07:00
regneq 5ff271d583 fixed a copy and paste error from previous commit. 2017-04-07 19:49:18 -07:00
regneq 4600844336 Added ignore_despawn column to npc_types to have NPCs ignore the despawn column in spawngroup. 2017-04-07 19:45:26 -07:00
regneq 75d759fb77 Merge pull request #4 from EQEmu/master
Fix for Loginserver log messages
2017-04-07 16:05:30 -07:00
regneq e3e6889a30 Merge pull request #3 from EQEmu/master
merge from eqemu
2017-04-04 17:53:41 -07:00
regneq fa10b3b183 Merge pull request #2 from EQEmu/master
merge from master
2016-03-22 13:52:47 -07:00
regneq fac51f2007 Merge pull request #1 from EQEmu/master
merge from EQEmu
2016-01-06 12:59:31 -08:00
regneq d449d4f54c EQTime will now save to the DB once every 10 real world minutes. 2015-12-17 15:49:37 -08:00
regneq 17bbd8dfbe eqtime is now stored in the DB.
required/2015_12_17_eqtime.sql
2015-12-17 14:14:04 -08:00
regneq be210950d7 readded previous commit smoother pathing. 2015-05-28 15:05:45 -07:00
regneq 052f343e4d smoother NPC pathing. (credit to Haynar from EQMacEmu) 2015-05-11 21:42:48 -07:00
regneq cc2a60feb2 * change the kill faction hits display before the xp message not after.
* removed the double level gain messages to display once either the level gained or the level.
* implement the message "You will now lose experience when you die" and "Your items will no longer stay with you..." when reach a certain level already sets in the rule table.
2015-05-11 16:34:46 -07:00
regneq 6fad93aeee QuestReward now accepts a single bool (true or false) for faction instead of 2 int32s. If true, it will pull the faction hits assigned to the NPC in the DB (reversed, of course) and give you that as part of the reward.
Example usage:
e.other:QuestReward(e.self,copper,silver,gold,platinum,itemid,exp,faction)

(Credit to Cavedude)
2015-05-11 12:42:13 -07:00
regneq d1fbd086d7 Fully implemented QuestReward. (credit to Cavedude on EQMacEmu)
Syntax on NPC is:
e.other:QuestReward(e.self,copper,silver,gold,platinum,item,experience,factionid,factionvalue);

This will give you any or all of the rewards and their messages with one call, including the quest ding sound. Any item is sent to your inventory, like SummonItem does now. The coin message is generated by the client, and will give you a message for each coin type (You recieve 5 copper...). No way around that, but it's still useful if the reward only calls for a single type.
2015-05-11 11:35:54 -07:00