i have been looking into item classifications and NPC classifications coming from census, based on what i am seeing escepailly for npcs
i was wandering how difficult do you all think it would be to implement into emu
my thinking is with NPC's it would be good for quests mainly that say things like kill 100 skeletons or kill 100 ghosts, well in the current system you need to type in the npc is for every skeleton and ghost in order to get credit
well if we were to implement the classifications we could have a new lua that would be a kill count based on classification id and then when you need to kill skelletons it would know all skeleton or ghost based on that classification
would also make i t easy for skeletons that are also ghosts
for items i am still gathering info where it would be useful
Item Classifications, NPC classifications
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- Ememjr
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Jabantiz
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Re: Item Classifications, NPC classifications
We have a race types thing for spawns, links a type to a model id so all spawns using that model get that race, the intent was for stuff like master strike and keep track of kill counts. The problem is there was no way to track it as that info doesn't seem to be sent from the server so it is something that needs to be done by hand and no one has ever done that. It would be possible to create quest commands to work with that but again the issue is lack of data.
Here is a post that seems to be where I added the race system.
For items they do contain the type they are, so not sure what more you need from them.
Here is a post that seems to be where I added the race system.
For items they do contain the type they are, so not sure what more you need from them.
- Ememjr
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Re: Item Classifications, NPC classifications
exactly the problem is many model ids that are gnolls for example
i will try to figure an effient way to implement,
i will try to figure an effient way to implement,
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Jabantiz
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Re: Item Classifications, NPC classifications
Considering the only way to know what a spawn is is by the model id (visually) I am not sure how you would get around that. Only other option I see would be to set it per spawn and that in the end would be a lot more data entry then setting up the from the model id's.
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