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  #1  
Old 09-27-2015, 07:14 PM
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jpyou127
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Default PoP Progression

Is the PoP progression complete and functional with the current DB and code?


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  #2  
Old 09-28-2015, 08:02 AM
Maze_EQ
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yes

/10char
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  #3  
Old 09-28-2015, 10:43 AM
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Thanks! I have an older version and it doesn't seem to be as complete, although all the scripts look identical.


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  #4  
Old 09-28-2015, 11:11 AM
Maze_EQ
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my se3rver came stock with full planar progression.
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  #5  
Old 09-28-2015, 12:15 PM
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Are all the zones complete as well? I have never been to plane of time to know how the spawns work but looking though the spawns a lot of monsters seem to be missing? I noticed the same in plain of nightmare but looking closer showed that a lot it not all of the missing spawns where triggered by scripts.

I was also wondering is there a list somewhere that shows what zones are finished or percent done? There is a few of us working on my server and we have been talking about working on some broken zones. It would be nice to know what ones really need it. It would also be nice to know what ones others are working on.
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  #6  
Old 09-28-2015, 01:20 PM
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Try to do Plane of Time or any scripted encounter and report back. I haven't looked at PoP since like 2008-2010 so I know my information is outdated at best. But I can definitely remember the Elemental planes not being functional and Time was fubar'd.
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  #7  
Old 09-28-2015, 01:34 PM
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We are fixing as we play so will be a little while. If no others report sooner I will update when I get there.
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  #8  
Old 09-28-2015, 01:48 PM
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Here is what I have encountered so far:

Plane of Nightmare: Hedge event NPC Thelin stops at the first clearing and never moves. It also looks like a lot of diaglog as well as commands such as "I am ready" are missing from the scripts on my version as well as the current Quests files.

Plane of Disease: No Planar Projection spawns when Grummus is killed for flag hail. Here also the scripts are identical for current and my version. And planar projection is a script in the quests folder.


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  #9  
Old 10-05-2015, 08:48 PM
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I was wondering if someone might give me a hand with the Perl for PODisease. The current script will not spawn a planar projection on the death of Grummus. I can manually spawn the planar projection, so its in the DB and will run its flagging script. I am wondering if it is the Sub_Death_Complete or quest::spawn2 issue.

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I changed Event_Death_Complete to Event_Death and scripting works. Not sure why my version of the compile has issues with Event_Death_Complete
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  #10  
Old 10-06-2015, 08:10 AM
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Quote:
Originally Posted by jpyou127 View Post
I was wondering if someone might give me a hand with the Perl for PODisease. The current script will not spawn a planar projection on the death of Grummus. I can manually spawn the planar projection, so its in the DB and will run its flagging script. I am wondering if it is the Sub_Death_Complete or quest::spawn2 issue.

Celestial

I changed Event_Death_Complete to Event_Death and scripting works. Not sure why my version of the compile has issues with Event_Death_Complete
It's funny because on my server I experience the opposite. If I don't use death_complete my NPCs never die. They just sit in an infinite death loop and spawn a million npcs.
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  #11  
Old 10-12-2015, 09:41 PM
Azrealvect
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Just to add on with a fresh install of Akka's my PoTimeB does not work correctly. Phase 2.1 spawns as soon as first phase 1 boss is killed, phase 4+ never spawns at all.
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  #12  
Old 10-12-2015, 09:51 PM
Noport
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a_buccaneer.pl
Code:
sub EVENT_AGGRO{
	quest::say("Time to die $name.");
}
Taskmaster_Kavamezh.pl
Code:
sub EVENT_DEATH_COMPLETE {
	quest::signal(162270);#cursed_one
}
#Vyzh-dra_the_Cursed.pl
Code:
sub EVENT_SLAY {
	quest::shout("Tell your gods that I will be coming for them next!");
}

sub EVENT_DEATH_COMPLETE {
	quest::shout("I cannot die! I am the only true god!");
	quest::emote("crashes to the ground. A horrific sound fills the room, but vanishes as quickly as it came.");
	quest::signalwith(162255,3,0);
}
a_Luggald_Ambassador.pl
Code:
sub EVENT_DEATH_COMPLETE{
 my $random_result = int(rand(100));
 my $a = 227113;#Garodizan_Razorfin
 my $x = $npc->GetX();
 my $y = $npc->GetY();
 my $z = $npc->GetZ(); 
 my $h = $npc->GetHeading();
 if (($random_result<=5) && ($razo==2)){
  quest::spawn2($a,0,0,$x,$y,$z,$h);
  quest::delglobal("razo");
  quest::setglobal("razo",3,3,"F");
  $razo=undef;
  }else{
  #do nothing 
 }
}

# EOF zone: nadox NPCs:#Garodizan_Razorfin (227113)
a_luggald_initiate.pl
Code:
sub EVENT_DEATH_COMPLETE{
 my $random_result = int(rand(100));
 my $a = 227113;#Garodizan_Razorfin
 my $x = $npc->GetX();
 my $y = $npc->GetY();
 my $z = $npc->GetZ(); 
 my $h = $npc->GetHeading();
 if (($random_result<=5) && ($razo==2)){
  quest::spawn2($a,0,0,$x,$y,$z,$h);
  quest::delglobal("razo");
  quest::setglobal("razo",3,3,"F");
  $razo=undef;
  }else{
  #do nothing 
 }
}

# EOF zone: nadox NPCs:#Garodizan_Razorfin (227113)
a_luggald_overseer.pl
Code:
sub EVENT_DEATH_COMPLETE{
 my $random_result = int(rand(100));
 my $a = 227113;#Garodizan_Razorfin
 my $x = $npc->GetX();
 my $y = $npc->GetY();
 my $z = $npc->GetZ(); 
 my $h = $npc->GetHeading();
 if (($random_result<=5) && ($razo==2)){
  quest::spawn2($a,0,0,$x,$y,$z,$h);
  quest::delglobal("razo");
  quest::setglobal("razo",3,3,"F");
  $razo=undef;
  }else{
  #do nothing 
 }
}

# EOF zone: nadox NPCs:#Garodizan_Razorfin (227113)
a_vehement_Blackhand.pl
Code:
sub EVENT_DEATH_COMPLETE{
 my $random_result = int(rand(100));
 my $a = 227108;#Crew_Chief_Hanriesaf
 my $x = $npc->GetX();
 my $y = $npc->GetY();
 my $z = $npc->GetZ(); 
 my $h = $npc->GetHeading();
 if (($random_result<=5) && ($hanr==2)){
  quest::spawn2($a,0,0,$x,$y,$z,$h);
  quest::delglobal("hanr");
  quest::setglobal("hanr",3,3,"F");
  $hans=undef;
  }else{
  #do nothing
 }
}

# EOF zone: nadox NPCs: #Crew_Chief_Hanriesaf (227108)
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