ISXEQ2 -- EverQuest 2 Extension

A general discussion for EverQuest2.

Moderator: MacroQuest Developers

Amadeus
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Post by Amadeus » Mon Jun 06, 2005 2:13 pm

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6 June 2005 -- By Amadeus
* Added ${Me.CastingSpell}  (bool type)

* The /activate slot list has been updated at 
  http://www.ismods.com/wiki/index.php/ISXEQ2:activate_%28command%29

Amadeus
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Post by Amadeus » Mon Jun 06, 2005 9:32 pm

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6 June 2005 -- By Amadeus (version b) 
* Fixed the /target command 
* Fixed the /where and /eq2echo commands. They should simply output 
in a basic white now by default. 

Amadeus
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Post by Amadeus » Wed Jun 08, 2005 8:28 pm

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8 June 2005 -- By Amadeus
* Fixed ISXEQ2 to work with Live Update #10
* Removed the [ISXEQ2] header from /eq2echo
* Optimization to reduce the size of the isxeq2.dll file
* Complete re-write of the EQ2Echo command.  The syntax is now
  'eq2echo <text> [options] [output parameters]'
- For more information and detailed explanation, please see:
  http://www.ismods.com/wiki/index.php/ISXEQ2:EQ2Echo_%28command%29
- READ IT!  Trust me :)

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Post by Amadeus » Sat Jun 11, 2005 2:31 am

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10 June 2005 -- By Amadeus
* Fixed to work with the June 10 version of EQ2
* Added 'ID' to the character datatype.  (returns integer)
* Added 'Type' to the actor datatype.    (returns string)
* '/target <name>' should no longer attempt to target corpses
* Fixed so that when you use /face, /target, etc. it will not
  set your in-game 'titles' to all lowercase.

* Renamed 'spawn' data type to 'actor'.  This is simply a 
  renaming for internal consistancy purposes and shouldn't 
  affect anything in regards to the functionality of ISXEQ2.
  For the record, the 'Target' and 'Actor' TLOs will both use 
  this datatype.
  
* Added the 'Actor' TLO.  This works similarly to the 'Spawn'
  TLO in MQ2; however, here an actor refers to any entity 
  whether it be a resource, mobile, npc, nokillnpc, whatever.
  - The Actor TLO uses the actor datatype.
  - Syntax is ${Actor[<parameter>,...].xxx}
  - Parameters are npc,pc,resource,nokillnpc,special,tsunit,corpse,
    levels # #,level #,radius #,class <class>, race <race>,id #
  - (For the list of all the parameters and examples, see 
     http://www.ismods.com/wiki/index.php/ISXEQ2:Actor_%28Top-Level_Object%29
  *** Do not post questions until you've read the wiki!! ***
  *** READ THE WIKI ***

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Post by Amadeus » Sun Jun 19, 2005 4:17 am

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19 June 2005 -- By Amadeus
* Added some sanity checks to the 'Target', 'Actor' and 'Me' TLOs.  
  They should no longer function at all unless in the gameworld proper
  and they should no longer function when zoning.  This should fix
  some crashes related to running scripts or HUD displays when camping
  or zoning.

18 June 2005 -- By Amadeus
* Fixed Me.X, Me.Y, and Me.Z so that they update constantly when
  moving.  (By request of Blazer for his harvest script)
* Fixed item links in EQ2Echo and EQ2Execute ..for real this time.
* Revamped the incoming chat (text from any chat window) triggers.
  It should now catch all incoming chat/text/etc.. from all your 
  chat windows.
  - Please note that incoming chat from /say, /gu, /ooc, etc.. have
    the name of the PC/NPC as a link, so the trigger will actually
    have the following complete text in it (for example):
    "\aNPC 11432 Blurgg:Blurgg\/a says,"Justice, honor, and valor above all!"
  - Item links will have this as well.
    (You can use the new TLO below to clear these up.)
* Added a new TLO "StripTags".  This will strip the /a /\a tags from
  a line.  Examples would be: ${StripTags["${Line}"]} or 
  ${StripTags["\aNPC 11432 Blurgg:Blurgg\/a"]} (which would become "Blurgg")

16 June 2005 -- By Amadeus
* Added 'nopcnear' to the Actor TLO
* Added 'loc' to the actor TLO
* Added 'xzrange' to the actor TLO (at this point, 'range' will
  alias to this as well)
* Added 'yrange' to the actor TLO
* Item Links should go through eq2echo properly now.
  
15 June 2005 -- By Amadeus (version b)
* Fixed ISXEQ2 to work with the June 15 version of EQ2
* Fixed a nasty bug that was causing a lot of crashes

14 June 2005 -- By Amadeus
* Added the final batch of 'on screen mini announcements' to the 
  ISXEQ2 trigger system.  This includes things such as "too far 
  away", "Fizzled!", "Interrupted!", etc.
* Fixed ISXEQ2 to work with the June 14th version of EQ2
* Item links should now go through the /EQ2Execute command properly.
* Fixed all the 'Zone' and 'EQ2' TLO crash/bug issues.  
* The character datatype members 'AtCharSelect' and 'InGameWorld' ought to
  work much better and more efficiently now.
* The character datatype member 'Zoning' will now only work when in the 
  game proper to avoid any possible crashing issues.  I don't believe this
  will change anything from before as far as practical usage is concerned.
  If this breaks any scripts, let me know.
* Fixed the 'pc' parameter of the 'Actor' TLO so that it will not return the 
  current player pc.
* Fixed the 'radius' parameter of the 'Actor' TLO
* Added a 'notid' parameter to the 'Actor' TLO
* Added a 'radiusr' (radius range) parameter to the 'Actor' TLO

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Post by Amadeus » Thu Jun 23, 2005 2:46 am

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22 June 2005 -- By Amadeus
* Added "Group" to the character datatype.  It returns an Actor object.
  The two parameters accepted at this point are 1-5 or the groupee's name.
  Examples:  ${Me.Group[1].Name}  ${Me.Group[PlayerName].Level}
~ Note:  Your character is not considered as part of the group in this
  routine.  Therefore, valid group numerical parameters are 1-5.  Just 
  think of yourself as group member 0.
* Added "GroupCount" to the character datatype.  It returns the number of
  people in your group as an integer.  (ie, ${Me.GroupCount}
* Added "Grouped" to the character datatype.  It returns a boolean value.
  (ie, ${Me.Grouped})
* Removed "ID" from the item datatype ...for now.
* Changed the Item Search routine, [#] (using ID), no longer works, you
  must use the item's name, or 'container' at this point.
* Added "Quantity" to the item datatype.
* Changed "Slots" in the item datatype to "NumSlots"
* Added "Slot" to the item datatype
  - ${Me.Inventory[fishbone].Slot} will return the current slot position
    for the item within it's container, or within your inventory.  So,
    if the item is in a bag that has 20 slots, it will return a number 
    between 0 and 19.  If the item (or container) is sitting in one of
    your six "real" inventory slots, it will return 0 to 5.
* Added the following MEMBERS to the item datatype:
  - InContainer  (bool TRUE if it's in a container)
  - InContainerID  (returns ID of container in which it is currently located)
  - ContainerID (returns ID# if the item is a valid container)
  - ContainerInBank (bool TRUE if the container is in the bank)
  - ContainerInSharedBank (bool TRUE if the container is in the shared bank)
  - IsSlotOpen[#] (bool TRUE if an item is in the slot  [containers only])
  - ItemInSlot[#] (returns an item object of what's in that slot [containers only])
  - NextSlotOpen (returns an int for the next slot open [containers only])
	(Note: a return of NULL means the container is full)
	
  **Examples**
  - ${Me.Inventory[sewn].IsSlotOpen[5]}
  - ${Me.Inventory[sewn].ItemInSlot[5].Name}
  - ${Me.Inventory[sewn].NextSlotOpen
...a useful one to see if a bag is full
  - ${Me.Inventory[sewn].IsSlotOpen[${Me.Inventory[sewn].NumSlots]}
  
* Added the following METHODS to the item datatype:
  - DestroyWithConf 
  - Destroy 
  - Equip 
  - Consume 
  - Examine
  - Open (this only works for containers, of course)
  - Use ('Activate' will also work)
  - Move[#,#]       (BagSlot#, BagID#)
  - Move[#,#,#]		(BagSlot#, BagID#, Quantity)
  
  **Examples**
  - Me.Inventory[fishbone]:Equip
  - Me.Equipment[fishbone]:Use
  - Me.Inventory[strange black ore]:Examine
  - Me.Inventory[carp]:Consume
  - Me.Inventory[Briarwood Scraps]:Destroy
  - Me.Inventory[Shroud]:Open
...and one really fancy one, let's say you want to move your azure
shard to the next slot down from your briarwood lumber:
- Me.Inventory[Azure]:Move[${Me.Inventory[Briarwood Lumber].Slot}+1,${Me.Inventory[Briarwood Lumber].InContainerID}]
..now, let's say you you have a stack of 20 crude broadcloth thread you
want to move next to your azure shard:
- Me.Inventory[crude broadcloth thread]:Move[${Me.Inventory[Azure].Slot}+1,${Me.Inventory[Azure].InContainerID}]
...or, maybe you only want to move 3 of them
- Me.Inventory[crude broadcloth thread]:Move[${Me.Inventory[Azure].Slot}+1,${Me.Inventory[Azure].InContainerID},3]
...How about we move our stack of threads to the first available open slot in my collector's 
pouch ..do something similar to this:
- Me.Inventory[crude broadcloth thread]:Move[${Me.Inventory[Collector's].NextSlotOpen},${Me.Inventory[Collector's].ContainerID}]
..or just four of them...
- Me.Inventory[crude broadcloth thread]:Move[${Me.Inventory[Collector's].NextSlotOpen},${Me.Inventory[Collector's].ContainerID},4]


21 June 2005 -- By Amadeus
* Fixed ISXEQ2 to work with the June 21 version of EQ2
* Fixed a bug that was preventing negative numbers from going through the 
  EQ2Echo command.
* Added the 'item' datatype with the following initial members:
  - ID
  - Name
  - Index
  - IsContainer
  - Slots
* Added the following to the 'character' datatype: 'Inventory' and
  'Equipment'  ('Inv' and 'Equip' are aliased to those for less typing)
* The Inventory and Equipment members of the character datatype take 
  the following initial parameters: 'container', ID#, <name>
  - Examples:  echo ${Me.Inventory[scraps].ID}
               echo ${Me.Equipment[dirk].Index}
               echo ${Me.Equipment[container,"pristine boiled"].Name}

20 June 2005 -- By Amadeus (edition b)
* Made the same X,Y,Z algorithm fix to everything that used the player's
  location so that it should update properly (ie, /where, /face, all the 
  distance routines, etc..)
* All /where output is now flagged as a 'motd' type chat instead of 
  'default' type chat.  That should make it easier for you to filter 
  out to which chat windows you want the data sent.  (Eventually I will
  re-write this command to allow you to set the -chattype; however, this
  will do for now.)

20 June 2005 -- By Amadeus
* Fixed a bug that was causing chat channels not to echo through to
  the client.

Amadeus
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Post by Amadeus » Thu Jun 30, 2005 6:33 pm

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29 June 2005 -- By Amadeus
* Fixed ISXEQ2 to work with the June 28 version of EQ2.
* Added an overhead RADAR to ISXEQ2!!  This is an awesome new feature, and one  
  I hope everyone enjoys.  Here is some important information.
  
  1.  You will need an xml file for the configuration of the radar.  I have 
      included one with the zip called "ISXEQ2Radar.xml".  Leave it in the 
      actual 'extensions' directory with isxeq2.dll.
      a.  To turn on the radar, use the command "radar on" (which uses the default
          isxeq2radar.xml) or "radar on <xmlfilename>".  It is set to check the 
          extensions directory as the root directory for these files.
  2.  I think as you explore the 'isxeq2radar.xml' file, you will figure out the 
      different settings.  However, here are a few of the important ones:
      a.  "Rotation":  0 = off, 1 = on.  (you can also set this ingame: "radar rotation" (toggle)
      ...the rest I think you can figure out.
      b.  "RadarSize":  I am setting this to 50.0 as a default.  However, it should work well up
          to 100 or 200.  Again, you can use 'radar zoomin' (ALT-Num+) or 'radar zoomout' (ALT-Num-)
          to change this on the fly.]
      c.  "ClipY":  This indicates how far you want to clip the Y plane in your radar.  Remember, in
          EQ2, "Y" is the altitude plane.
      (Note:  For full description of all settings, see http://www.ismods.com/wiki/index.php/Radar_XML_File_Description)
  3.  I am relying on people to create cool textures for the icons on the radar (right
      now they're just colored dots) as well as new and innovative ways to design the 
      radar itself through the design of the xml file.
  4.  As of right now I'm force binding ZOOMIN to the alt+keypad+ and ZOOMOUT to alt+keypad-
      I'll fix it so you can set this later; however, I felt it important to have these bound
      to something by default for newbies.
  5.  Right now there is no filtering.  I will be adding that in the future.
  6.  You should be able to have the radar on at any point after isxeq2 is loaded.  It simply
      will not display anything during loading,character select, character generation, or zoning.
      Having it running while zoning or camping should not crash you -- it will update itself properly.

* Added a new command:  "radar".   This command will basically allow you to set/change your
  radar settings while in the game proper.   Basically, you will edit/create your xml to have
  the defaults you wish and then modify those as needed while in the game.  Your changes while
  in the game DO NOT SAVE (at this point).   Your other option is to create multiple xml files
  that suit your different styles of play and then load/unload/toggle those individuall with the
  "radar on <xmlfile>" command.
  SYNTAX:   "radar on"  - turns on the radar using the default extensions\isxeq2radar.xml file.
            "radar on <xmlfilename>" - turns on the radar using a different named xml file
            "radar off" - turns off the radar using the default extensions\isxeq2radar.xml file
            "radar off <xmlfilename>" - turns off the radar using a different named xml file
            "radar zoomin" - zooms in the radar (can zoom in to size 300)
                 - This is currently bound by ISXEQ2 to "ALT+num +" (alt-numberkeypad+)
            "radar zoomout" - zooms out the radar (can be zoomed in all the way to size 3)
                 - This is currently bound by ISXEQ2 to "ALT+num -" (alt-numberkeypad-)
            "
   
   ~EXAMPLES:    - For an example xml file, see the ISXEQ2 zip.
				 - To set your ALT-R key to turn on the radar, type: 
				   bind RadarOn "Alt+R" "radar on" 
				 - To set your SHIFT-R key to turn off the radar, type:
				   bind RadarOff "SHIFT+R" "radar off"
				...Then, have fun :)   
				
* Added the ability to add/remove/check flag bits that you can now set on your
  custom inventory array.  So, there are two new METHODS added to the item 
  datatype: 'SetFlag' and 'RemoveFlag', and one new MEMBER added to the item
  array: 'IsFlagSet'
~ For an example of how this works, see 
  http://www.ismods.com/wiki/index.php/Custom_Array_Flag_Manipulation_Example
~ Please note that this only works on custom inventory array items.
* Added the ability to add/remove/check flag bits that you can now set on your
  custom actor array.  So, there are two new METHODS added to the item 
  datatype: 'SetFlag' and 'RemoveFlag', and one new MEMBER added to the item
  array: 'IsFlagSet'
~ For an example of how this works, see 
  http://www.ismods.com/wiki/index.php/Custom_Array_Flag_Manipulation_Example
~ Please note that this only works on custom actor array items.
* Added the ability to set your own labels on your custom actor and custom 
  inventory arrays.  So, there is a new METHOD added to both the item and 
  actor datatypes: 'SetLabel', and a new MEMBER added to both datatypes called
  'Label'.
~ Please note that these only work for the custom actor and item arrays.
~ For an example of how this works, see http://
* Added a new sound type for the 'announcement' command.  It's sound type '5' and
  is the sound you get when you harvest a rare item.


24 June 2005 -- By Amadeus
* Added a new TLO 'CustomActor'  (returns an 'actor' datatype object)
  - ${CustomActor[#]} (where # is 0 to ${EQ2.CustomActorArraySize})
  - ${CustomActor[<parameters>]}  (same parameters as ${Actor[]})
* Added a new member to the 'character' datatype:  'CustomInventory' (returns an 
  'item' datatype object)
  - ${Me.CustomInventory[#]} (where # is 0 to ${EQ2.CustomInventoryArraySize})
  - ${Me.CustomInventory[<parameters>]} (same parameters as ${Me.Inventory[]})
  (Note:  Some inventory nodes will be NULL.  I am uncertain as to why this is so,
  but it's SOE's design, not mine!  It shouldn't affect anything, but I thought
  I would answer that question now before someone asks me about it later.)
* Added new METHOD(S) to the 'EQ2' datatype
  - CreateCustomActorArray[<sortmethod>] 
   'sortmethod' can be: 'byDist','byLevel','byType', or 'byName'.  If no argument
   is given, then 'byDist' (by distance) is the default.
* Added new METHOD(s) to the 'character' datatype
  - CreateCustomInventoryArray
* Added new MEMBER(S) to the 'EQ2' datatype
  - CustomActorArraySize
* Added new MEMBER(s) to the ;character' datatype
  - CustomInventoryArraySize
* Changed the 'item' datatype MEMBER "ContainerInBank" to "InBank" (it will
  now work for both containers and non-containers).
* Changed the 'item' datatype MEMBER "ContainerInSharedBank" to "InSharedBank" 
  (it will now work for both containers and non-containers).
* The 'character' datatype member "TSLevel" should work properly now.
  
23 June 2005 -- By Amadeus
* Added METHOD 'UnEquip' to the item datatype
* Added 'ExactName' to the item search routine (paramters)

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Post by Amadeus » Wed Jul 13, 2005 4:39 pm

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13 July 2005 -- By Amadeus
* Fixed ISXEQ2 to work with the July 13 patch of EQ2

12 July 2005 -- By Amadeus
* Added a new command: "Broker".   This command currently has the functionality
  to allow you to do command-line searches through the broker.   Since the syntax
  of this command is comprehensive, I will not go into it here (see the wiki!); 
  however, I will mention a couple of the benefits to using this command:
  1.  It allows you to search for multiple types of items at once (ie, you can 
  search for slash, crush, and pierce weapons all at the same time.
  2.  It allows you to search for more than one "slot" type of item at the same time.
  In other words, you can search for head gear, ear wear, and rings at the same time.
  3.  It allows you to search for more than one type of "special" effect on an item
  at the same time.  For example, you can search for items that have strength and 
  wisdom on them.
  4.  It allows you to sort your search by price (ascending or descending) or by
  item name (ascending or descending)
  5.  It makes doing similar searches easier since you can simply create an alias to 
  run your search at any point.
  
  ~ So, take a look at the wiki and try a few of the sample commands, I think you'll 
  enjoy it.  The wiki can be found here:
  http://www.ismods.com/wiki/index.php/ISXEQ2:broker_%28command%29
  
  (!NOTE!  Please note that this command only works if you have a broker window open.)

* Fixed ISXEQ2 to work with the July 12 patch of EQ2
* Fixed a few more random crash bugs (related to custom inventory arrays)
* Added another sound effect type to the "Announcement" command:  
  8 - "Send Mail Failed" sound effect


10 July 2005 -- By Amadeus
* Added Radar Filtering!
  - The syntax for the xml file should be very obvious from taking a look at 
    the sample xml file included in the zip.  Everything is set to 'true' (1)
    by default.  To set to 'false', simply use 0.
* Added new arguments to the 'radar' command to allow for filter changing 
  on-the-fly.  All of these work like a toggle:  if it's currently set to 'off',
  using the command will set it to 'on', and vice-versa. 
~ Here is a list of the added command toggles:
  - 'Radar ShowMe'
  - 'Radar ShowTSUnits'
  - 'Radar ShowNPCs'
  - 'Radar ShowPCs'
  - 'Radar ShowSpecials'
  - 'Radar ShowResources'
  - 'Radar ShowNoKillNPCs'  ('Radar ShowNKNPCs' works as well as a shorter version)
  - 'Radar ShowCorpses'
~ IMPORTANT:  If you add "only" to the end of any of the above commands, it will filter
  out everything BUT that type (ie:  'Radar ShowPCs only' will filter out everything but
  PCs)  ...please note that using the "only" parameter will not filter out the current
  player character (ie, 'me'); you will have to turn that off manually with 'Radar ShowMe'
~ Finally, there are two additional toggle:  'Radar ShowAll' ..which will show everything,
  and 'Radar ShowNone'...which filters out everything.
* Fixed ISXEQ2 to work with the July 9 version of EQ2
* Added 'Distance' to the actor datatype.  (It was actually already there, I
  just forgot to tell you!)
* Fixed a possible crash bug with using 'Label' and custominventory or
  customactor arrays
* Added a new sound 'type' to the "Announcement" command: 7 = "Location Discovery"
  Here is the new complete list:
  1 = 'skill up' sound effect 
  2 = 'quest update' sound effect 
  3 = 'level ding' sound effect 
  4 = 'call for help' sound effect 
  5 = 'harvest rare' sound effect
  6 = 'quest complete' sound effect
  7 = 'location discovery' sound effect

7 July 2005 -- By Amadeus
* Fixed ISXEQ2 to work with the July 7 version of EQ2

6 July 2005 -- By Amadeus
* Added in a few more checks that I hope will avoid any crashes on unloading isxeq2.
* Fixed ISXEQ2 to work with ISXDK v13
* Added a new sound 'type' to the "Announcement" command:  "Quest Complete" (number 6).
  Here is the new complete list:
  1 = 'skill up' sound effect 
  2 = 'quest update' sound effect 
  3 = 'level ding' sound effect 
  4 = 'call for help' sound effect 
  5 = 'harvest rare' sound effect
  6 = 'quest complete' sound effect

4 July 2005 -- By Amadeus
* Fixed a crash bug that was occuring if you tried to create a custom
  inventory array with items in your inventory or bank that were not in
  containers.

2 July 2005 -- By Amadeus
* Fixed the new Item move routines added last ISXEQ2 patch.

1 July 2005 -- By Amadeus
* Fixed ISXEQ2 to work with the July 1, 2005 version of EQ2
* Radar blips that become corpses should now update properly.
* Using your left mouse button while on a radar blip should now 
  target that actor for you.
* Added a new MEMBER to the character datatype:  "NextFreeInvContainer".  This member returns
  an integer which is the ID of the first available container that has an open slot.
* Added parameters to the CreateCustomInventoryArray method:
  - Me:CreateCustomInventoryArray                 (includes ALL items)
  - Me:CreateCustomInventoryArray[nonbankonly]    (only includes items that are NOT in the bank)
  - Me:CreateCustomInventoryArray[bankonly]		  (includes ONLY items in the bank and shared bank)
* Added two new parameters to the 'Move' method of the item datatype:
  - Me.CustomInventory[<item>]:Move[NextFreeNonBank,<quantity>]
  - Me.CustomInventory[<item>]:Move[NextFreeInBank,<quantity>]
  (NOTE: For items that do not have a quantity, simply use zero)

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Re: ISXEQ2 -- EverQuest 2 Extension

Post by xyilla » Wed May 14, 2025 4:53 pm


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Re: ISXEQ2 -- EverQuest 2 Extension

Post by xyilla » Wed May 14, 2025 6:40 pm


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Re: ISXEQ2 -- EverQuest 2 Extension

Post by xyilla » Wed May 14, 2025 6:41 pm


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Re: ISXEQ2 -- EverQuest 2 Extension

Post by xyilla » Wed May 14, 2025 6:42 pm


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Re: ISXEQ2 -- EverQuest 2 Extension

Post by xyilla » Wed May 14, 2025 6:43 pm


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Re: ISXEQ2 -- EverQuest 2 Extension

Post by xyilla » Wed May 14, 2025 6:44 pm


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Re: ISXEQ2 -- EverQuest 2 Extension

Post by xyilla » Wed May 14, 2025 6:45 pm