[REQ] New /Commands

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bolly
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[REQ] New /Commands

Post by bolly » Thu Oct 01, 2009 9:21 pm

/entity_command list [Low Priority]
Scatman: done

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Re: [REQ] New /Commands

Post by bolly » Fri Oct 02, 2009 1:49 am

/merchant list [optional description] [Low Priority] - returns a list of Merchant lists from the merchants table
ie:
/merchant list VillageShin
1 MerchFoodListVillageShin
2 MerchArmorListVillageShin
3 MerchGeneralSupplies

Will help save us firing up query especially if the gm's are not local to the server

Scatman: Done
Last edited by bolly on Sun Oct 04, 2009 1:27 pm, edited 1 time in total.

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Re: [REQ] New /Commands

Post by bolly » Sat Oct 03, 2009 4:04 pm

/appearances list <partialname> - Lists appearances by querying LIKE name [LowPriority]
Ie:
/appearances list Hair
then
/spawn set hair_type 50032

Scatman: Done

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Re: [REQ] New /Commands

Post by bolly » Sun Oct 04, 2009 1:28 pm

/loottable list [optionalname] [Low Priority]

Scatman: Going to wait until we get a solid foundation for loot tables since after finding out how complex they can be, we'll likely be changing a few things around :)

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John Adams
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Re: [REQ] New /Commands

Post by John Adams » Sun Oct 04, 2009 8:03 pm

I guess we can add an in-game command to edit every single table, then I won't need to write an editor. :)

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Re: [REQ] New /Commands

Post by bolly » Sun Oct 04, 2009 10:50 pm

Hey I wouldn't mind doing some of these and submitting the code I guess they're not that far different from each other and I know it will help reduce the complexity of the docs no end

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Re: [REQ] New /Commands

Post by bolly » Thu Oct 08, 2009 1:37 am

/quest create [name] [zone id] [min level] [description] [completed text] [lua script]
Ie:
/quest create 'Fetch apples' 1 1 'Fetch some apples' 'You brought the apples to someguy' 'Quests/Somezone/apples.lua'

Obviously later but definately not needed yet (i'll post syntax etc!):
/quest list
/quest set
/quest delete

Cheers buddy

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John Adams
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Re: [REQ] New /Commands

Post by John Adams » Thu Oct 08, 2009 12:48 pm

Hmm, these are getting a little out of control. We really have more pressing matters to attend to than customizing commands so no one has to use a Database GUI.

I like the idea, I just think there are other things our team needs to be focusing on. Definitely keep submitting them, cuz they are good. Don't get me wrong. I just don't think we should be spending time on these right now.

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Re: [REQ] New /Commands

Post by bolly » Thu Oct 08, 2009 12:55 pm

aye i know mate and was really suprised scat got those others in so quickly

just adding things here as i'm coming across stuff

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Re: [REQ] New /Commands

Post by John Adams » Thu Oct 08, 2009 1:01 pm

Again, please don't mis-read me. They are good ideas, and definitely a plus to add. But I think someone else in the community could add these "nice to have's" so the core team can get the emulator done :) Maybe LE or Scat can explain how simple it is, so others can try.

Any volunteers?

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Re: [REQ] New /Commands

Post by John Adams » Thu Oct 08, 2009 1:04 pm

Plus, we have this nice thread posted a year ago I'm waiting for someone in the community to implement ;)

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Re: [REQ] New /Commands

Post by bolly » Thu Oct 08, 2009 1:25 pm

No requirements on who does it :-) Just pasting them into this post as a request as I come across issues in game, pretty sure there'll be plenty of community code submissions as more flock here! iirc that's how we got the grid code in eqemu

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