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Old 08-31-2009, 07:56 PM
Romell
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I wrote a script that will de-pop fabled mobs and repop the regular version with EVENT AGRO using a level threshold. Maybe on the bosses you want to do this to, have the EVENT AGRO pop the same boss with no loot, or spawn some sort of PH. Just a thought to solve one of the problems. Not sure if you wanted to have to do DB changes to make it work.
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Old 08-31-2009, 08:33 PM
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ChaosSlayerZ
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Originally Posted by Romell View Post
I wrote a script that will de-pop fabled mobs and repop the regular version with EVENT AGRO using a level threshold. Maybe on the bosses you want to do this to, have the EVENT AGRO pop the same boss with no loot, or spawn some sort of PH. Just a thought to solve one of the problems. Not sure if you wanted to have to do DB changes to make it work.
well since we have found out that EVENT AGRO only fires once - the problem is that a player who is in legal level range will agro the mob and then any number of out of level people can jump in and start beating on it and get the loot at the end
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Old 08-31-2009, 08:36 PM
Romell
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On second thought, What if you used EVENT DEATH. Set the threshold so that people who are of level to fight and kill the mob receive the loot via quest::summonitem and the others who would be way too high or are just there to KS would be banished and the have the script repop the mob.
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Old 08-31-2009, 08:40 PM
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ChaosSlayerZ
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Originally Posted by Romell View Post
On second thought, What if you used EVENT DEATH. Set the threshold so that people who are of level to fight and kill the mob receive the loot via quest::summonitem and the others who would be way too high or are just there to KS would be banished and the have the script repop the mob.
umm it will work but then you will have to either:
-give each person VERY specific loot usable by their class
or
-give them random loot which is dropable and non lore to avoid situations where entire group which has say no ranger receives 6 ranger only no drop bows as reward =)

This will work for number of situation however, like given out specific class based rewards or quest drops, but in my case i actually do not want to give 6 pieces of loot on 1 groupable boss- i only want to give 2 items randomly chosen
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Old 08-31-2009, 08:43 PM
Romell
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I see what you mean, my perl skills are limited lol
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Old 08-31-2009, 08:46 PM
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Originally Posted by Romell View Post
I see what you mean, my perl skills are limited lol
no-no its a very fine idea you had with generating loot after the fight, and its something I haven't even thought of, and it will work for many situations, when we do want to give people equal loot distribution after the fight (kind of like giving quest flags). It juts won't work for my specific case
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Old 09-01-2009, 11:00 AM
Sinister
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When you summon items in a quest script you can have it pick random items. So if you had a mob drop 5 items, you just have it pick one at random and then summon that item id for the player that is in the correct level range. If you have the PEQ version, check out the Nillipus quest.
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Old 09-01-2009, 11:43 AM
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When you summon items in a quest script you can have it pick random items. So if you had a mob drop 5 items, you just have it pick one at random and then summon that item id for the player that is in the correct level range. If you have the PEQ version, check out the Nillipus quest.
yes, I know I can do that but that doesn't solves the fair loot distribution issue.
You have 6 people group, but ALL of them in valid level range. Who should get a loot? Just one random person? My players going to kill me for that
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