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Quests::Q&A This is the quest support section |
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09-12-2008, 11:02 AM
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Hill Giant
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Join Date: May 2008
Location: Colorado
Posts: 238
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My first attempt at a "watcher" script
Here's what I've come up with. Any help in this would be greatly appreciated.
Background: Player finds item, and item gives him pvp status until he can take the item safely to his kingdom. Each time player zones, certain npcs look for him in an attempt to get the item (via an aggro object in player.pl). If one of those npcs catches up with him and kills him, the following script is triggered:
Code:
#Slayer pl
sub EVENT_SLAY
{
if(plugin::check_hasitem($client, 13732)) #slayer looks for item#
{
quest::setglobal("kingdomfaction", 4, 7, "F"); #gives kingdom faction to kingdom 4#
$client->NukeItem(13732);#slayer takes item#
$client->SetPVP(0); #removes pvp status from itembearer#
my $x;
my $y;
my $z;
my $h;
$x = $npc->GetX();
$y = $npc->GetY();
$z = $npc->GetZ();
$h = $npc->GetHeading();
quest::setglobal("king", 4, 7, "F"); #sets global for watcher#
quest::spawn2(999247,0,0,$x+5,$y+5,$z,$h);
#Lord over the kingdom of the slayer is spawned at the loc of the player corpse#
}
}
At this point the player zones due to death, making it likely that the zone will be empty of PCs; hence, the watcher:
Code:
#Watcher pl -- watcher is on a 2-point stationary grid with a 5-sec delay
SUB EVENT_WAYPOINT
{
if (defined($qglobals{king}))
{
if ($qglobals{king} == 4)
{
quest::signal(999247,1); #signals Lord spawned in slayer script#
}
}
}
The watcher, in theory, should keep pinging the global until the watcher signals the spawned Lord of the slayer once the player arrives back in the zone. The Lord script is below:
Code:
#Lord pl -- spawned in slayer script
and signaled by watcher
sub EVENT_SIGNAL
{
quest::settimer("kneel",10);
quest::setsky(14); #sky is changed
quest::selfcast(3430); #bright light surrounds the Lord of slayer
}
sub EVENT_TIMER
{
if(timer eq "kneel")
{
$npc->SetAppearance(4); #Lord of slayer kneels next to corpse#
quest::shout("Ah, so there you are");
quest::settimer("shout",10);
}
if(timer eq "shout")
{
$npc->SetAppearance(0); #Lord of slayer stands#
quest::shout2("My servants, hear me and rejoice! For my power and cruelty have returned to me. I now reign supreme. Join me, my minions, and together we shall destroy our enemies!");
quest::settimer("depop",10);
}
if(timer eq "depop")
{
quest::setsky(1); #returns sky to normal
quest::delglobal("king"); #king global set by slayer seleted
quest::depop(); #Lord of slayer disappears
}
}
I have tried this out, and once I am killed and zone back into the zone the Lord is standing there by my corpse but does nothing more. What am I doing wrong?
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09-12-2008, 12:01 PM
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Hill Giant
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Join Date: May 2008
Location: Colorado
Posts: 238
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Just to avoid wasting anyone's time, I've already caught SUB EVENT_WAYPOINT and changed it to sub EVENT_WAYPOINT.
I also placed . . .
"quest::delglobal("king");"
just above the "quest::setglobal("king", 4, 7, "F");" in the Slayer script.
The script is still not working.
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09-12-2008, 12:07 PM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Did you check for typos? again, this will help.
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09-12-2008, 12:29 PM
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Developer
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Join Date: Mar 2003
Posts: 1,498
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Might want to change timer to $timer
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09-12-2008, 12:33 PM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
Originally Posted by joligario
Might want to change timer to $timer
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Yea, good idea, hehe! I didn't see that one.
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09-12-2008, 12:45 PM
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Hill Giant
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Join Date: May 2008
Location: Colorado
Posts: 238
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Quote:
Originally Posted by joligario
Might want to change timer to $timer
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GAH! How could I have missed that? I'll try the script again and see if it works. Does the watcher script look okay to you, Angelox?
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09-12-2008, 12:49 PM
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Hill Giant
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Join Date: May 2008
Location: Colorado
Posts: 238
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Script still does not work :(
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09-12-2008, 12:52 PM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
Originally Posted by Neiv
GAH! How could I have missed that? I'll try the script again and see if it works. Does the watcher script look okay to you, Angelox?
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Looks good, but you never know tell you try; put a lot of quest shouts in there so you know where it gets hung up, my buddy Qadar came up with this type de-bugger which I think is very cool (notice the quest global variable $debugpl2);
Code:
sub EVENT_WAYPOINT {
## In Butcher > Oot ########################### In Butcher > Oot ###########
if (($skiffa==0.5) && ($skiffa < 40)){
if($debugpl2==1){quest::shout ("Zoneing in From the timorous, setting 1");}
quest::delglobal("skiffa");
quest::setglobal("skiffa",1,7,"F");
$skiffa=undef;}
elsif (($skiffa==1) && ($skiffa < 40)){
if($debugpl2==1) {quest::shout ("setting 2");}
quest::delglobal("skiffa");
quest::setglobal("skiffa",2,7,"F");
$skiffa=undef;}
elsif (($skiffa==2) && ($skiffa < 40)){
if($debugpl2==1) {quest::shout ("setting 3");}
quest::delglobal("skiffa");
quest::setglobal("skiffa",3,7,"F");
$skiffa=undef;}
elsif (($skiffa==3) && ($skiffa < 40)){
if($debugpl2==1) {quest::shout ("setting 4");}
quest::delglobal("skiffa");
------------Snipped--------------
set global '$debugpl2' to 1 and it shouts, set to 0 and it doesn't. So now you can track and debug anywhere your script gets hung up.
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09-12-2008, 12:43 PM
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Hill Giant
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Join Date: May 2008
Location: Colorado
Posts: 238
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The syntax of all three scripts checks out "ok"
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09-14-2008, 12:51 AM
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Developer
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Join Date: Mar 2003
Posts: 1,498
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Quote:
Originally Posted by Neiv
Here's what I've come up with. Any help in this would be greatly appreciated.
Background: Player finds item, and item gives him pvp status until he can take the item safely to his kingdom. Each time player zones, certain npcs look for him in an attempt to get the item (via an aggro object in player.pl). If one of those npcs catches up with him and kills him, the following script is triggered:
Code:
#Slayer pl
sub EVENT_SLAY
{
if(plugin::check_hasitem($client, 13732)) #slayer looks for item#
{
quest::setglobal("kingdomfaction", 4, 7, "F"); #gives kingdom faction to kingdom 4#
$client->NukeItem(13732);#slayer takes item#
$client->SetPVP(0); #removes pvp status from itembearer#
my $x;
my $y;
my $z;
my $h;
$x = $npc->GetX();
$y = $npc->GetY();
$z = $npc->GetZ();
$h = $npc->GetHeading();
quest::setglobal("king", 4, 7, "F"); #sets global for watcher#
quest::spawn2(999247,0,0,$x+5,$y+5,$z,$h);
#Lord over the kingdom of the slayer is spawned at the loc of the player corpse#
}
}
At this point the player zones due to death, making it likely that the zone will be empty of PCs; hence, the watcher:
Code:
#Watcher pl -- watcher is on a 2-point stationary grid with a 5-sec delay
SUB EVENT_WAYPOINT
{
if (defined($qglobals{king}))
{
if ($qglobals{king} == 4)
{
quest::signal(999247,1); #signals Lord spawned in slayer script#
}
}
}
The watcher, in theory, should keep pinging the global until the watcher signals the spawned Lord of the slayer once the player arrives back in the zone. The Lord script is below:
Code:
#Lord pl -- spawned in slayer script
and signaled by watcher
sub EVENT_SIGNAL
{
quest::settimer("kneel",10);
quest::setsky(14); #sky is changed
quest::selfcast(3430); #bright light surrounds the Lord of slayer
}
sub EVENT_TIMER
{
if(timer eq "kneel")
{
$npc->SetAppearance(4); #Lord of slayer kneels next to corpse#
quest::shout("Ah, so there you are");
quest::settimer("shout",10);
}
if(timer eq "shout")
{
$npc->SetAppearance(0); #Lord of slayer stands#
quest::shout2("My servants, hear me and rejoice! For my power and cruelty have returned to me. I now reign supreme. Join me, my minions, and together we shall destroy our enemies!");
quest::settimer("depop",10);
}
if(timer eq "depop")
{
quest::setsky(1); #returns sky to normal
quest::delglobal("king"); #king global set by slayer seleted
quest::depop(); #Lord of slayer disappears
}
}
I have tried this out, and once I am killed and zone back into the zone the Lord is standing there by my corpse but does nothing more. What am I doing wrong?
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Ok, this is what I was going with. I don't see any stoptimer here so that is why I was checking. If you have more code to it, maybe posting your updated code might show us what problem you are having.
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09-14-2008, 09:18 AM
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Hill Giant
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Join Date: May 2008
Location: Colorado
Posts: 238
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Yeah, sorry about that. I have modified this several times since I posted. Here is the Lord script with the stoptimers:
Code:
sub EVENT_SIGNAL
{
quest::settimer("kneel",3);
quest::setsky(0);
quest::selfcast(3430);
}
sub EVENT_TIMER
{
if($timer eq "kneel")
{
$npc->SetAppearance(4);
quest::shout("Ah, there you are!");
quest::settimer("shout",3);
}
if($timer eq "shout")
{
quest::stoptimer("kneel");
$npc->SetAppearance(0);
quest::shout2("My servants, hear me and rejoice! For my power and cruelty have returned to me. I now reign supreme. Join me, my minions, and together we shall destroy our enemies!");
quest::settimer("depop",3);
}
if($timer eq "depop")
{
quest::stoptimer("shout");
quest::setsky(1);
quest::delglobal("king");
quest::emote("fades into shadow");
quest::depop();
}
}
I have also tried putting the stoptimer at the end of each timer block rather than at the beginning of the next timer, but the problem persists. My latest version of the script is this:
Code:
sub EVENT_SIGNAL
{
quest::settimer("kneel",3);
quest::setsky(0);
quest::selfcast(3430);
}
sub EVENT_TIMER
{
if($timer eq "kneel")
{
$npc->SetAppearance(4);
quest::shout("Ah, there you are!");
quest::settimer("shout",3);
}
if($timer eq "shout")
{
quest::stoptimer("kneel");
$npc->SetAppearance(0);
quest::shout2("My servants, hear me and rejoice! For my power and cruelty have returned to me. I now reign supreme. Join me, my minions, and together we shall destroy our enemies!");
quest::stoptimer("shout");
quest::setsky(1);
quest::delglobal("king");
quest::emote("fades into shadow");
quest::depop();
}
}
This version seems to work since the Lord is nowhere in sight once I zone back in (I am bound at the same point in the zone where I am killed so I can check movement once back in), but by the time I zone back in, the Lord has poofed. I'd really like to fix this so that I can actually see the Lord's movements without the watcher restarting the signal script each time he leaves a waypoint.
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09-14-2008, 09:42 AM
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Developer
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Join Date: Mar 2003
Posts: 1,498
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Ok, I see. You could add a variable that doesn't allow him to continuously react to signals. And with your stoptimers, you should stop them as soon as the trigger hits. Take a look at this example:
Code:
my $started;
sub EVENT_SPAWN {
$started = 0;
}
sub EVENT_SIGNAL {
if ($started == 0) {
$started = 1;
quest::setsky(0);
quest::selfcast(3430);
quest::settimer("kneel",3);
}
}
sub EVENT_TIMER {
if($timer eq "kneel") {
quest::stoptimer("kneel");
$npc->SetAppearance(4);
quest::shout("Ah, there you are!");
quest::settimer("shout",3);
}
if($timer eq "shout") {
quest::stoptimer("shout");
$npc->SetAppearance(0);
quest::shout2("My servants, hear me and rejoice! For my power and cruelty have returned to me. I now reign supreme. Join me, my minions, and together we shall destroy our enemies!");
quest::settimer("depop",3);
}
if($timer eq "depop") {
quest::stoptimer("depop");
quest::setsky(1);
quest::delglobal("king");
quest::emote("fades into shadow");
quest::depop();
}
}
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09-14-2008, 10:34 PM
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Hill Giant
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Join Date: May 2008
Location: Colorado
Posts: 238
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Code:
my $started;
sub EVENT_SPAWN {
$started = 0;
}
sub EVENT_SIGNAL {
if ($started == 0) {
$started = 1;
This code is crashing the zone. I looked at the QuestObjects page and didn't see anything like it there.
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09-15-2008, 02:08 AM
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Developer
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Join Date: Mar 2003
Posts: 1,498
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I've never used a my outside of a sub before, just saw that used in another file. Maybe put it inside the spawn? Not sure if that will change the scope of it though, which will negate what I was doing...
Or try my $started = 0;
That's the only thing I could think of that would be wrong here.
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