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-   -   Solo Potimeb (https://www.eqemulator.org/forums/showthread.php?t=28096)

Randymarsh9 05-03-2009 02:49 PM

Solo Potimeb
 
I am trying to make Potimeb doable by one person, but the main problem right now seems to be getting past Phase 1. It won't let you leave the initial room unless all other doors are cleared, but you can't do that by yourself, so does anyone know how I can get rid of that rule?

VallonTallonZek 05-03-2009 03:12 PM

Did you check the quest files in PoTime B?

Randymarsh9 05-03-2009 03:23 PM

yeah I checked them but Im not sure what I would change

trevius 05-03-2009 04:40 PM

You would probably need to do considerable quest script work to make that happen. On Storm Haven, I just respawned the entire zone from scratch and setup all new scripts for it so a single group could do it, or multiple groups could do different sections at the same time. It was a lot of work, but it might be something for you to consider if you can't get the scripts edited to allow what you want.

Randymarsh9 05-08-2009 08:34 PM

Ok, to make mine soloable I just set up a system of porters to port the person to the next part of phase 1 and 2. It works, but once I kill the last boss of Phase I, nothing happens. this is his quest file and phase 2 trigger:
Code:

sub EVENT_DEATH {
    quest::signalwith(223186,14010,0);
}

sub EVENT_SIGNAL {
  if ($signal == 66) {
    quest::depop();
}
 }

Code:

my $IIacounter;

sub EVENT_SPAWN {
    $IIacounter = 0;
    if ($qglobals{potb_p3_comp_pl} != 1) {
    quest::delglobal("potb_p1_start");
    quest::setglobal("potb_p1_comp",1,7,"H1"); #let potimea know we're on phase 2.
    quest::settimer("phase2",3600); #60 minute time limit
    quest::signalwith(223111,1001,0); #flavor
    quest::signalwith(223177,10,1);
    quest::spawn2(223163,0,0,-140,1737,547,0); #phase 2 timer
    quest::spawn2(223160,0,0,80,1645,495,64); #earth door
    quest::spawn2(223203,0,0,98,1645,495,195);
    quest::spawn2(223161,0,0,80,1355,495,64); #air door
    quest::spawn2(223204,0,0,98,1355,495,195);
    quest::spawn2(223162,0,0,80,1109,495,64); #undead door
    quest::spawn2(223205,0,0,98,1109,495,195);
    quest::spawn2(223202,0,0,80,868,495,64); #water door
    quest::spawn2(223207,0,0,98,868,495,195);
    quest::spawn2(223201,0,0,80,574,495,64); #fire door
    quest::spawn2(223206,0,0,98,574,495,195);
 
    quest::spawn_condition(potimeb,10,1);
   
    quest::depopall(223089); #clean up non-required leftovers from phase 1.
    quest::depopall(223094);
    quest::depopall(223095);
    quest::depopall(223147);
}
  else {
    quest::spawn2(223157,0,0,-410,-69,348,0);; #activated save point spawn phase 4
    quest::spawn2(223160,0,0,80,1645,495,64); #earth door
    quest::spawn2(223203,0,0,98,1645,495,195);
    quest::spawn2(223161,0,0,80,1355,495,64); #air door
    quest::spawn2(223204,0,0,98,1355,495,195);
    quest::spawn2(223162,0,0,80,1109,495,64); #undead door
    quest::spawn2(223205,0,0,98,1109,495,195);
    quest::spawn2(223202,0,0,80,868,495,64); #water door
    quest::spawn2(223207,0,0,98,868,495,195);
    quest::spawn2(223201,0,0,80,574,495,64); #fire door
    quest::spawn2(223206,0,0,98,574,495,195);
    quest::spawn2(223209,0,0,458,709,495,64); #doors
    quest::spawn2(223208,0,0,458,1101,495,64);
    quest::spawn2(223210,0,0,458,1502,495,64);
    }
}   
   
sub EVENT_SIGNAL {
  if ($signal == 10020) {
    quest::clearspawntimers();
    quest::spawn_condition(potimeb,10,0); #won't force a repop without this.
    quest::spawn_condition(potimeb,10,1);
    quest::spawn2(223134,0,0,262,1644,493,192.5);
    quest::spawn2(223118,0,0,262,1354,493,192.5);
    quest::spawn2(223127,0,0,262,1109,493,192.5);
    quest::spawn2(223096,0,0,262,869,493,192.5);
    quest::spawn2(223146,0,0,262,574,493,192.5);
}
  if ($signal == 10030) {
    $IIacounter += 1;
}
  if ($IIacounter == 5 ) { #phase 2 success
    quest::spawn2(223154,0,0,-140,1737,547,0); #phase 3 trigger
    quest::spawn_condition(potimeb,10,0); #set us to default.
    quest::clearspawntimers(); # clear our timers so we spawn next time the phase occurs.
    quest::stoptimer("phase2");
    quest::depop();
    $IIacounter = 0;
}
 }

sub EVENT_TIMER {
  if ($timer eq "phase2") { #event failure
    quest::shout("Phase 2 failed! Time expired.");
    quest::setglobal("timepokport",1,3,"M2");
    quest::spawn_condition(potimeb,10,0); #set us to default.
    quest::clearspawntimers(); # clear our timers so we spawn next time the phase occurs.
    quest::stoptimer("phase2");
    quest::signalwith(223177,666,0);
    quest::depopall(223132);
    quest::depopall(223136);
    quest::depopall(223126);
    quest::depopall(223141);
    quest::depopall(223148);
    quest::depopall(223153);
    quest::depopall(223096);
    quest::depopall(223117);
    quest::depopall(223143);
    quest::depopall(223114);
    quest::depopall(223137);
    quest::depopall(223109);
    quest::depopall(223124);
    quest::depopall(223146);
    quest::depopall(223110);
    quest::depopall(223125);
    quest::depopall(223102);
    quest::depopall(223133);
    quest::depopall(223134);
    quest::depopall(223107);
    quest::depopall(223138);
    quest::depopall(223127);
    quest::depopall(223216);
    quest::depopall(223118);
    quest::depopall(223163);
    quest::depop();
}
 }


I am not sure if either of those is what I need to submit, but timeb was working just a little while ago for me.

cavedude 05-08-2009 09:41 PM

Here's what I would do, unlock the phase 1 doors, but keep the doors leading to phase 3 locked. Keep everything else the same. That way, a single player and go to the various areas of phase 1 and 2 at will, but they will still be required to complete both to move on. That's what I did when I was testing way back when I wrote that time sink pain in the ass zone.

Randymarsh9 05-08-2009 09:49 PM

I tried to unlock the doors, but it still wouldnt let people open them. The porters work fine, but phase 2 just doesnt get triggered anymore

cavedude 05-08-2009 09:56 PM

They're just regular doors, if you set keyitem to 0 for all of them (there are 4 per section, so 20 total) they will just open.

iwolf 09-21-2012 11:53 AM

i had to set the lockpick to 0 as well then it worked.

woton 12-02-2019 07:52 PM

Looking for any recent info about Time B doors. Keyitem and lockpick were already at 0 when we started. Is there a way to set the doors to open without doing a lot of quest script?

lctucker2999 12-09-2019 05:28 PM

I have a bot solo server running mostly stock scripts. I've made a few changes to make certain raid mechanics easier to do with bots, but that's not really the point of my post I guess. I also have #peqzone enabled, and I just #peqzone potimea after clearing each room in phase 1, then do it again for phase 2. What if you enabled #peqzone just for potimea? or created a clicky item with a certain number of charges that teleported you back to potimea? That way you can leave the script alone?

woton 12-09-2019 05:45 PM

Ive seen the doors set to open on other servers and its a lot easier on the player as a whole. As a general rule I prefer not to make any custom items at all.


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