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Guild Emblems

PostPosted: Tue Mar 18, 2008 5:07 am
by WisdomConners
Ok, So I'm fiddling around on my test server and made a a guild. Clicked on the Emlemeer to create guild emblem with /gc emblem and get a message saying:

You must select the EmblemNPC. Well he IS selected. Is there some other NPC that creates the emblems besides the guy who forms the guild or the guy who put's emblems on your cloak. I'm guessing he's not activated much like the DF merchants.

Re: Guild Emblems

PostPosted: Tue Mar 18, 2008 9:11 am
by Blues
The EmblemNPC doesnt realy "create" an Emblem.
When you use /gc emblem it is checked if you have selected that guy before the emblem creation window is sent to you.

You should check if your Emblem Npc is realy of type EmblemNPC and if not change that in the guild commands, basicly the guild command file is the place to look.

The check there should go like
Code: Select all
if (client.Player.TargetObject is EmblemNPC == false)
{
client.Out.SendMessage(LanguageMgr.GetTranslation(client, "Scripts.Player.Guild.EmblemNPCNotSelected"), eChatType.CT_System, eChatLoc.CL_SystemWindow);
return;
}
See if thats the case in your file.

Re: Guild Emblems

PostPosted: Tue Mar 18, 2008 9:25 am
by WisdomConners
Boy, you gotta be really careful with what you target when you're messing with the /mob npctemplate <NPCTemplateID> command! LOL! I found my Camelot teleporters and ended up turning one of them into some mindless untargetable fish! Now I have to reload my DB's! You wouldn't happen to know the TemplateID for the Emblemer off hand. From looking at that particular table in the downloaded DB, it seems to be missing quite a few types. :damm:

Re: Guild Emblems

PostPosted: Tue Mar 18, 2008 9:42 am
by Blues
npctemplates are for pets and such, not for npcs.

Re: Guild Emblems

PostPosted: Tue Mar 18, 2008 9:59 am
by WisdomConners
What can I say? I'm a newb to all this. :roll: If you know where I can find more information on this stuff than DOL I'd appreciate a link or three. Is it just me or does Navicat 8 have limitations on how many entries in a DB that it will show? I've been looking at some of the official db.sql files in a text editor and finding a lot more entries than what is displayed by Navicat 8. :shock:

Re: Guild Emblems

PostPosted: Tue Mar 18, 2008 10:20 am
by Blues
No idea, the one and only thing i am working with is phpmyadmin, nothing else.

As said npc templates are almost only used for pets, i dont have the table here but i cant remember anything but pets in it.

Dunno how the new teleporters work, mabe they use npctemplates too.
But npctemplates only define the basics of a mob created with them, like model, name, some abilities or what spells they can use. Not what they do when you interact with them or a behaviour.

For example your EmblemNPC, there is a file in gameobjects called emblemnpc.cs. In it is writen what has to happen with a mob of type emblemnpc. And what the characteristics of this type are. In this case it defines what happens when a mob of this type gets an item handed, it checks if its an item where an emblem can be put on and if the player is in a guild etc and than changes the item.
Thats it.
For the /gc emblem command all needed things are inside the /guild command.

Re: Guild Emblems

PostPosted: Tue Mar 18, 2008 10:35 am
by WisdomConners
Well I guess my question is can I change the current non-functioning Emblemer NPC into a functioning Emblemer using one of the many /mob commands available or can I create a new Emblemer using /mob create <ClassType> <Realm>? Now that I've found where they hid the teleporters, I can move all of them to where I want them easily enough with the /mob move or /mob copy command.

Oh, and what's with the /mob brain command? Is there a list of brain types that need to be accessed after it like /mob brain <Boss> or something? The list of Slash commands doesn't actually show any setting after the word brain. Seems kinda useless without a list of settings. :?:

Re: Guild Emblems

PostPosted: Tue Mar 18, 2008 12:00 pm
by Blues
for brains have a look at the ai/brain folder.

And no, a slash command wont help to make the EmblemNPC work, except if it is just the wrong type, but you are sure that it is an EmblemNPC?

Re: Guild Emblems

PostPosted: Tue Mar 18, 2008 2:47 pm
by stealth215
try typing /mob create DOL.GS.Scripts.EmblemNPC

Re: Guild Emblems

PostPosted: Tue Mar 18, 2008 3:28 pm
by WisdomConners
for brains have a look at the ai/brain folder.

And no, a slash command wont help to make the EmblemNPC work, except if it is just the wrong type, but you are sure that it is an EmblemNPC?

Well it's got the title Guild Emblemeer under it's name, but does that make me sure it's an EmblemNPC? No. These are the standardNPC's that came with the downloaded pre-compiled server. /mob info for this npc currently has it's class: DOL.GS.GameNPC
try typing /mob create DOL.GS.Scripts.EmblemNPC
I tried that. Then by chance I tried /mob create DOL.GS.EmblemNPC (Without the "Scripts part) and it worked! I now have a working EmlemNPC that currently looks like a little red gem floating in the air. Woo hoo! Thanks Stealth!

Re: Guild Emblems

PostPosted: Tue Mar 18, 2008 4:42 pm
by Dinberg
I'd love to use the NPCTemplates more - there's alot more you can do with them than standard mob designs!

For example, if you separate models and sizes with ';' between each size, you can make a list of random models and sizes to use. So that bear looks a bit more 'natural' than a standard bear ;)

Re: Guild Emblems

PostPosted: Thu Mar 20, 2008 9:28 am
by WisdomConners
Well I found the Hastener name if anyone else is looking. It's:

/mob create DOL.GS.GameHastener <realm> Where Realm=<0/1/2/3>

and yet

/mob create DOL.GS.HousingHastener <Realm> does not work.

They're both listed as DOL.GS.Scripts.<HastenerName> in the MOB.SQL database. I find this very odd.

Re: Guild Emblems

PostPosted: Thu Mar 20, 2008 10:06 am
by Blues
the DOL.GS.Scripts namespace isnt used anymore.

Re: Guild Emblems

PostPosted: Thu Mar 20, 2008 8:22 pm
by WisdomConners
That could explain why the existing Housing hasteners don't work if the database entry for them is for something that doesn't exist anymore. :idea: