Go Back   EQEmulator Home > EQEmulator Forums > Quests > Quests::Completed

Quests::Completed This is where Completed quests are.

Reply
 
Thread Tools Display Modes
  #1  
Old 04-10-2008, 11:06 AM
fault
Hill Giant
 
Join Date: Sep 2005
Posts: 114
Default

Awesome.


And apologies I did not mean for it to sound competitive, I just didn;t feel it was *complete enough* to post on peq, and things needed to be solved before that step.
Reply With Quote
  #2  
Old 04-10-2008, 11:09 AM
cavedude's Avatar
cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
Default

Ahhh I understand.

Yep, you're almost done, just need those few details worked out.
Reply With Quote
  #3  
Old 04-10-2008, 10:53 PM
fault
Hill Giant
 
Join Date: Sep 2005
Posts: 114
Default

How would I get the corrupted to spawn in a ring around Deyid? I see this, quest::spawn2(npc_type,grid,guildwarset,x,y,z,head ing); So I would have to #zone to various spots around deyid write down the /loc and do it that way?

I also don;t really see how signal is done (the recieving NPC) here is what i have


Deyid:

Code:
quest::signalwith(204047,204047_1, 20);
Seilaen:

Code:
sub_SIGNAL {
$signal,204047_1;
quest::shout("Oh thank you! Thank you! I don't feel the trees watching me anymore! And.. Let me try Mother's Locket again, I think it might work..");
quest::depop();
 }
Reply With Quote
  #4  
Old 04-11-2008, 12:57 AM
AndMetal
Developer
 
Join Date: Mar 2007
Location: Ohio
Posts: 648
Default

Quote:
Originally Posted by fault View Post
How would I get the corrupted to spawn in a ring around Deyid? I see this, quest::spawn2(npc_type,grid,guildwarset,x,y,z,head ing); So I would have to #zone to various spots around deyid write down the /loc and do it that way?
Basically, yes. You can also use #goto x y z which does the exact same thing as #zone zonename x y z.

I was going to try to create this quest myself (the dialogues are easy enough), so I could learn how to make everything interact properly, but there weren't really any resources spelling out how many treants there were, where they are placed, how fast they move, how tough they are, etc.

Quote:
I also don;t really see how signal is done (the recieving NPC) here is what i have


Deyid:

Code:
quest::signalwith(204047,204047_1, 20);
Seilaen:

Code:
sub_SIGNAL {
$signal,204047_1;
quest::shout("Oh thank you! Thank you! I don't feel the trees watching me anymore! And.. Let me try Mother's Locket again, I think it might work..");
quest::depop();
 }
This is what it should look like for Deyid to signal to Seilaen that's he/she/it's been killed, plus the resulting dialogue:

#Deyid_the_Twisted.pl
Code:
# Name: #Deyid_the_Twisted
# ID: 204051
# Zone: ponightmare

sub EVENT_DEATH {
	quest::signalwith(204047, 5, 1);	# Send signal # 5 to Seilaen 1 second after death
}
Seilaen.pl
Code:
# Name: Sailaen
# ID: 204047
# Zone: ponightmare

sub EVENT_SIGNAL {
	if ($signal == 5) {
		quest::shout("Oh thank you! Thank you! I don't feel the trees watching me anymore! And.. Let me try Mother's Locket again, I think it might work..");
		quest::depop();
	}
}
__________________
GM-Impossible of 'A work in progress'
A non-legit PEQ DB server
How to create your own non-legit server

My Contributions to the Wiki
Reply With Quote
  #5  
Old 04-11-2008, 02:03 AM
fault
Hill Giant
 
Join Date: Sep 2005
Posts: 114
Default

Oh, So I can;t use what I wanted? Darn I am a stickler for clean precise code ( npcid+value for example)


Reading up on the quest it appears as if he summons between 6 and 12. 6 for sure, but reports also say 1 dozen(12)

working on geting the final done as I type this (Atleast I hope)
Reply With Quote
  #6  
Old 04-11-2008, 07:24 AM
fault
Hill Giant
 
Join Date: Sep 2005
Posts: 114
Default

here is what I have for deyid, I am stil uncertain as to the `grid` field in the spawn2, is that the walk grid? or what?

PHP Code:
sub EVENT_SPAWN {
quest::setnexthpevent(61);
}

#During the fight he summons a ring of Corrupt Treants ID 204068 in PEQ
# By the time you kill deyid they are upon you and attacking you.
#when Deyid Dies you have succeeded, you are not required to kill the spawns.
sub EVENT_HP {

    if (
$hpevent == 61) {
    
quest::spawn2(Corrupt_Treant,grid,0,922,1028,280);
    
quest::spawn2(Corrupt_Treant,grid,0,947,1117,200);
    
quest::spawn2(Corrupt_Treant,grid,0,1031,1164,276);
    
quest::spawn2(Corrupt_Treant,grid,0,1121,1154,277);
    
quest::spawn2(Corrupt_Treant,grid,0,1206,1067,280);
    
quest::spawn2(Corrupt_Treant,grid,0,1237,887,272);
    }  


  
sub EVENT_DEATH {
    
quest::emote("An eerie silence settles onto the forest as Deyid the Twisted slumps over, defeated");
    
quest::signalwith(20404751);    # Send signal # 5 to Seilaen 1 second after death

I got myself a test base up (server) was going to be testing it, but first I must search the forums here and figure out why When I hail npcs like th eosulbinders they ignore me
Reply With Quote
  #7  
Old 04-11-2008, 07:40 AM
cavedude's Avatar
cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
Default

Yep, grid is their walking path. In this case none is needed, so the value is 0.

The script is perfect, that's exactly how I would write it. Unless there is more you want to add to it, I'll get it in today.
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 01:39 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3