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Quests::Q&A This is the quest support section

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  #1  
Old 09-10-2012, 12:13 AM
Randymarsh9
Dragon
 
Join Date: Dec 2007
Posts: 658
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I feel like this would be the easiest way to do what you want. Say you are making an instance of a zone with version 1, then create two npcs. I'll refer to their IDs as npc1 and npc2. Spawn both of them in arbitrary locations in the zone and edit spawn2 to make sure they are in instance 1. On npc1, put a script like

Code:
sub EVENT_SPAWN{
 quest::signalwith(npc2, quest::ChooseRandom(1, 2, 3);
}
When the instance starts, this npc will spawn and randomly send a value of 1, 2, or 3 to npc2. On npc2, put this script

Code:
sub EVENT_SIGNAL{
 if ($signal == 1)
 {
   quest::spawn2(bossID, 0, 0, boss-x1, boss-y1, boss-z1, boss-h1);
 }
 if ($signal == 2)
 {
   quest::spawn2(bossID, 0, 0, boss-x2, boss-y2, boss-z1, boss-h2);
 }
 if ($signal == 3)
 {
   quest::spawn2(bossID, 0, 0, boss-x3, boss-y3, boss-z3, boss-h3);
 }
}
Be sure you have done #reloadquests before creating the instance, and it should work.
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  #2  
Old 09-10-2012, 03:34 AM
c0ncrete's Avatar
c0ncrete
Dragon
 
Join Date: Dec 2009
Posts: 719
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honestly, the only way you can keep the players from knowing where the boss has spawned is to not spawn it immediately, but via script when some sort of criteria is met.

say if a zone had three corridors full of minions, each leading to larger chambers where the boss -could- spawn, you could use the zone's player.pl to pick which of the three areas will have the boss, then have a sub-boss right outside the chamber in question spawn the main boss upon the sub-boss's death. you could use player.pl to randomly select which of the three chambers would spawn the main boss and then send a signal to the appropriate sub-boss.

this way, you don't have to worry about MQ users having an unfair advantage... but on the flip side, trackers won't be able to assist in location of the main boss.

Last edited by c0ncrete; 09-10-2012 at 03:38 AM.. Reason: grammar and clarity
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  #3  
Old 09-10-2012, 03:57 AM
c0ncrete's Avatar
c0ncrete
Dragon
 
Join Date: Dec 2009
Posts: 719
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there are several different ways you can implement this via script, each with its own set of pros and cons. it really depends on the details of the scenario and how you want things handled.

feel free to PM me if you want to kick around some ideas. sometimes i honestly have more fun scripting than playing.
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  #4  
Old 09-10-2012, 07:35 AM
MaxDarkhart
Fire Beetle
 
Join Date: Jun 2010
Posts: 4
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@ Randymarsh9

Thank you sir, this I think is exactly what I am looking for. I wasn't quite sure from your first post what you meant with the new functions I have never seen before until I found this:

http://www.eqemulator.net/wiki/wikka...heet#functions

which is gonna make my life a whole lot easier with learning to program the perl quest system with EQEmu. I seriously appreciate your example for clarification. It actually makes sense to me now for the most part. One question though, will the boss location change if the player dies and re-enters the instance and if so is there a way to prevent it? Thank you SO much for your time and help with this.

@c0ncrete

Thank you for your replies and I may just take you up on some brainstorning since I have such a long way to go with this server and I have alot of novel ideas I would like to try to impliment that I haven't really seen on all the many servers I have played on here thru the years. You are right I too like building as much or more than playing sometimes myself. It is quite the learning process and I like the challenge of making things work that you may not have seen yet in EQEmu. The community is absolutely amazing in what they have created here.

This instance is actually part of an epic revamp of the original bot quest by Congdar I am working on in which you will need to enter at least 4 instances at different levels to get a drop from the main boss to hand in to get your next bot. Hopefully this will help alot with balancing bot play with the overall content. The instance is actually the top floor of Befallen and I have already placed objects to block off access to the other floors so essentially I have the areas behind each of the 3 original unlocked doors to play with. I have also pulled the key from the locked door so it can't be accessed even if you have the original key from befallen. I have created 67 custom befallen mobs at level 20-25 to place along the way to each of the furtherest rooms in each section and would like the boss to spawn randomly in just one of the 3 furtherest rooms per instance, so word of mouth on boss location can't ruin the fun. Not really worried about MQ at this point but I would like to make him untrackable if that works from the database setting. It is a solo instance so I am trying to balance it so it is a good fight for a player and the 1 bot of their choice they have earned so far but death isn't out of the question.

I have to do this at least 3 more times so what I learn here is gonna help my greatly down the road too, I am sure.

Thanks again to both of you for all the help, ideas and solutions, it is greatly appreciated

Max
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