Go Back   EQEmulator Home > EQEmulator Forums > Archives > Archive::Development > Archive::Database/World Building

Archive::Database/World Building Archive area for General Discussion's posts that were moved here after an inactivity period of 90 days.

Reply
 
Thread Tools Display Modes
  #16  
Old 04-09-2002, 08:17 AM
devn00b's Avatar
devn00b
Demi-God
 
Join Date: Jan 2002
Posts: 15,658
Default

I have no idea if they are working in this release (as i havent started to re-add all my quest NPC's) However to get them to say the char name add %CHARNAME% into it. so it would look somthing like this


NPC_SCRIPT 2459 {
TRIGGER_TEXT:Hail:
{
SAY:Hello %charname%. What brings you to Qeynos? Must be the mighty fine muffins over at [Voleen's Bakery]. I just love those muffins.
}


I know ariak has been having problems getting special attacks to work, i fired my copy up using your .8 db and then went to cazic and he summoned me all over the place (nice being summoned 100feet in the air and falling to the ground for added dammage)

he whooped me good.
__________________
(Former)Senior EQEMu Developer
GuildWars Co-Founder / World Builder.
World Builder and Co-Founder Zek [PVP/Guild Wars/City Takeovers]
Member of the "I hate devn00b" Club
Most Senior EQEMu Member.

Current Work: EverQuest 2 Emulator. Zeklabs Server
Reply With Quote
  #17  
Old 04-09-2002, 12:48 PM
strychn
Hill Giant
 
Join Date: Feb 2002
Posts: 129
Default

here's some stuff i was playing with for the quest scripts...

NPC_SCRIPT 517{
TRIGGER_TEXT:Hail:{
SAY:Hail %CHARNAME%. I am seeking young adventurers to assist in keeping the orcs from invading the city. Are you [interested]?
}
TRIGGER_TEXT:Interested:{
SAY:Glad to hear that friend. To fight in the name of the Gates of Freeport, is a mighty cause.
SAY:Now go, and return to me proof of your efforts against the invading orcs.
}
TRIGGER_ITEM:13885:{
SAY:Many thanks. Take this as payment well earned.
SPAWN_ITEM:1300
SAY:May it be of use to you in your travels.
}
}
NPC_SCRIPT 2182{
TRIGGER_TEXT:Hail:{
SAY:Hail. Do you desire assistance?
}
TRIGGER_TEXT:yes:{
CAST_SPELL 13
SPAWN_ITEM 32160
}
TRIGGER_TEXT:no:{
SAY:Infidel! I will destroy you.
ADD_HATELIST
}
TRIGGER_TEXT:heal:{
CAST_SPELL 13
}
TRIGGER_TEXT:level 60:{
SAY:So be it.
LEVEL 60
}
}
NPC_SCRIPT 354{
TRIGGER_TEXT:Hail:{
SAY:Hello %CHARNAME%. Care to buy some wares? Or shall i kill you?
}
TRIGGER_TEXT:kill me:{
ADD_HATELIST
}
}
NPC_SCRIPT 2612{
TRIGGER_TEXT:Hail:{
SAY:Greetings. Perhaps i could purchase a [favour] from you?
}
TRIGGER_TEXT:favour:{
SAY:Yes. It seems I've dropped my beetle eye in a guards pocket. If you would return it to me, I shall give you a great reward
}
TRIGGER_ITEM:13251:{
SAY:Thank you kindly stranger. Here is my payment to you.
SPAWN_ITEM 10400
EXP 100
}
}

should give good examples how set it up...
these work fine for me..
these particular ones i had setup for freportw.
Reply With Quote
  #18  
Old 04-09-2002, 12:49 PM
strychn
Hill Giant
 
Join Date: Feb 2002
Posts: 129
Default

note....trigger item is broken. i've posted a fix for it if you care to compile it in....
Reply With Quote
  #19  
Old 04-10-2002, 05:54 AM
Drawde
Dragon
 
Join Date: Jan 2002
Posts: 521
Default

I've found what I was doing wrong.. I had the brackets in the wrong place, like this

NPC_SCRIPT 1
{
TRIGGER_TEXT:Hail:
{
SAY:Hiya
}
}

I didn't realise the starting bracket had to be on the same line as the NPC_SCRIPT and TRIGGER text. Anyway it now works OK, I've got some basic NPC dialogue working. As you say, item triggers don't seem to work though, hopefully in the next EQEmu version.
Is there a script command to give money to the player?
Reply With Quote
  #20  
Old 04-11-2002, 07:09 AM
Lurker_005
Demi-God
 
Join Date: Jan 2002
Location: Tourist town USA
Posts: 1,671
Default

If someone is going to have to program the command to give money, a suggestion, make it versital. Allow for exact values as well as random values within a range. Something like 20 4 2 6 for exactly 20pp 4gp 2sp 6cp and 10-20 5 3-12 for 10 to 20 pp 5gp 3 to 12 sp and 0cp (mix styles, and leave out lower denominations)
Reply With Quote
  #21  
Old 04-12-2002, 11:20 AM
stormgod
Discordant
 
Join Date: Apr 2002
Posts: 419
Default

would it be possible to store somewhere in the database the quests already done , and info like that , would be great to setup much more interactive quests ( a little like what verant is promising to players since two years) ??
Reply With Quote
  #22  
Old 04-13-2002, 04:10 PM
phoria
Fire Beetle
 
Join Date: Apr 2002
Posts: 6
Default

tov, st, vp dont have anymobs in them.. of the main zones i usually fight in... i was using the first db u had out for 3.0 worked fine.. this one dont have mobs in those zones
__________________
[60 Arch Mage] **** <**** ** *******>
Reply With Quote
  #23  
Old 04-13-2002, 04:56 PM
strychn
Hill Giant
 
Join Date: Feb 2002
Posts: 129
Default

trigger_item doesn't work in the 0.3.0 binaries.
i posted a fix for it, if you compile your binaries.
Reply With Quote
  #24  
Old 04-14-2002, 01:08 AM
Rico
Fire Beetle
 
Join Date: Jan 2002
Posts: 28
Default

Im no modder, so what I am about to post you'll have to put into code...more likely its just some n00b crap I decided to post, might not even be helpful )...

You could try something like
Task Object 'Guard X' to walk to #Loc 'X,Y,Z'

Object 'Guard X' in #loc 'X, Y, Z'
SAY:'Well, here we are infront of the bakery, I can smell those delicious muffins now'

Object 'Guard X' said 'X X X' then Task Object Guard 'X' to walk to#loc 'X,Y,Z'

you could also try spawning invisible 'Flags' for them to goto like Task Object 'Guard X' to walk to 'Flag X'
and you could try playing around with with the Task like,
Chat Contains: 'trouble'
Task Object 'Guard X' to run/attack to 'Flag X'

again I know NOTHING about editing :o , so feel absolutely free to flame away at me
Reply With Quote
  #25  
Old 04-14-2002, 12:33 PM
Lurker_005
Demi-God
 
Join Date: Jan 2002
Location: Tourist town USA
Posts: 1,671
Default

Drawde here are some fixes to the released worlddata0.8
Reply With Quote
  #26  
Old 04-15-2002, 03:01 AM
Drawde
Dragon
 
Join Date: Jan 2002
Posts: 521
Default

Thanks for the fixes..
I'd already fixed the bugs with the bixies etc. (caused by adding more spawn points but forgetting to increase the spawn point counter) but hadn't noticed the error with Xalgoz.
(Although Kaesora is totally messed up ATM, since it is a near-vertical dungeon with loads of levels, most of the Z values are wrong)
Reply With Quote
  #27  
Old 04-15-2002, 06:46 AM
Lurker_005
Demi-God
 
Join Date: Jan 2002
Location: Tourist town USA
Posts: 1,671
Default

For any ShowEQ logs devide Z by 10 has worked pretty well. The numbers are always above the floor, but I havn't seen any that spawn back at the safe point. But as I recall most of your data is from the web, so may be mixed EQ and ShowEQ numbers :(

I can convert ShowEQ logs real easly into EQNPC files if you hapen to have a log for that zone (or any for that mater)
Reply With Quote
  #28  
Old 04-15-2002, 09:54 AM
Lurker_005
Demi-God
 
Join Date: Jan 2002
Location: Tourist town USA
Posts: 1,671
Default

Oh Drawde while I have most/all the zone names figured out for EQNPC, could you post a complete list. Perhaps the race and class list too. The actual spelling, capatalization, and punctuation is the bigest problem :(

Two things I couldn't find were race Faydrakes 150 something I think and TempleofVeeshan zone

It would be nice if EQNPC would take either name or number for race and class and also allow the short name for the zones.
Reply With Quote
  #29  
Old 04-15-2002, 10:30 AM
Shawn319
Demi-God
 
Join Date: Jan 2002
Posts: 2,073
Default

There may be a SpawnCollector type program on the horizon.. keep your eyes open for it
__________________
Shawn319
Semi-Retired EQ Addict

(Retired)EQEmu Lead Tester
(Retired)EQEmu Tech Support

(Retired)Host/ServerOP - [LIVE] Official EQEmu Test Server
(Retired)Host/ServerOP - Shawn319's All-GM Dev Test Server
(Retired)ServerOP - EQEmu Beta Server
(Retired)ServerOP - GuildWars Server
(Retired)ServerOP - Raid Addicts
--------------------------
Reply With Quote
  #30  
Old 04-15-2002, 02:39 PM
Ariak
Dragon
 
Join Date: Mar 2002
Posts: 633
Default

Types of Drakes..
REd..
Black..
Blue..
Green..

150 Fay Drake just makes a certain color for a NTOV drake. Either blue or green, I forgot. 188 Drake is red/black.
Reply With Quote
Reply


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 09:28 AM.


 

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 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3