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Old 12-02-2014, 12:35 PM
Adcid
Fire Beetle
 
Join Date: Nov 2014
Location: Idaho
Posts: 23
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I've had some success. I had been toying with multiple projects with my server, one of them making epics a starting item. Of course I implemented that easily but thought, how can I make it seem more "EverQuest".

Every Character when created starts with a note in their bag telling them to go see their guild master. When you turn this in, you receive a crappy item, a little exp and faction.

While this requires more adjustments to each NPC, i think it gives the game a more quest feel to it.

Code:
if(item_lib.check_turn_in(e.trade, {item1 = 18709})) then
		e.self:Say("Welcome, we are the Protectors of the Pine. Wear this tunic of our guild, and help us defend our great and beautiful woods. Go to Larsk Juton, he will help train you and teach you the power of the woods.");
		e.other:SummonItem(8407);
		e.other:SummonItem(24488);
		e.other:Ding();
		e.other:Faction(265,100,0); -- Protectors of Pine
		e.other:Faction(159,25,0); -- Jaggedpine Treefolk
		e.other:Faction(279,-15,0); -- Sabertooths of Blackburrow
		e.other:Faction(135,25,0); -- Guards of Qeynos
		e.other:AddEXP(100);
		e.other:IncrementAA(205);
Here I've set up the GM in Surefall Glades to accept the note from the new ranger, then give the ranger a Bow & arrow in addition to the endless quiver ability.

I will then take this example, and go to each GM for Rangers to make the needed adjustments.

Edit: This fix seems to only work for surefall glades. The ranger in Greater Faydak has different coding and cannot be resolved with a simple addition of "e.other:IncrementAA(205);"

Last edited by Adcid; 12-02-2014 at 06:12 PM.. Reason: Additional information
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