|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Quests::Completed This is where Completed quests are. |
04-11-2008, 07:40 AM
|
|
The PEQ Dude
|
|
Join Date: Apr 2003
Location: -
Posts: 1,988
|
|
Yep, grid is their walking path. In this case none is needed, so the value is 0.
The script is perfect, that's exactly how I would write it. Unless there is more you want to add to it, I'll get it in today.
|
|
|
|
04-11-2008, 03:19 PM
|
Developer
|
|
Join Date: Mar 2007
Location: Ohio
Posts: 648
|
|
From Allakhazam, referring to the Corrupt Treants:
Quote:
They appear about 30 sec into the fight, and start moving in around 1 min into the fight. Until they start moving they can't be targeted. I've herd rumors that if you can kill Deyid before they start moving they despawn. I can attest that once they start moving they don't care if Deyid is up or not. They hit hard and fast, and killed every caster quick. My suggestion is have the casters up close to the melee to give the raid a few more seconds to kill deyid.
|
It sounds like they'd need to start as untargetable, then after ~30 seconds, they should respawn as targetable Corrupt Treants & start moving in (very slowly I would assume). I think should do the trick:
#Deyid_the_Twisted.pl:
Code:
sub EVENT_SPAWN {
quest::setnexthpevent(61);
quest::signal(204069); # Tell any targetable treants still alive to depop after Deyid respawns (18 minutes)
}
#During the fight he summons a ring of Corrupt Treants ID 204068 in PEQ
# By the time you kill deyid they are upon you and attacking you.
#when Deyid Dies you have succeeded, you are not required to kill the spawns.
sub EVENT_HP {
if ($hpevent == 61) {
quest::spawn2(204068,0,0,922,1028,280);
quest::spawn2(204068,0,0,947,1117,200);
quest::spawn2(204068,0,0,1031,1164,276);
quest::spawn2(204068,0,0,1121,1154,277);
quest::spawn2(204068,0,0,1206,1067,280);
quest::spawn2(204068,0,0,1237,887,272);
quest::settimer(1,30) # Timer to spawn targetable treants 30 seconds after untargetables are spawned
}
sub EVENT_TIMER {
if ($timer == 1) {
quest::signal(204068); # Despawn untargetable treants
# Spawn the targetable treants
quest::spawn2(204069,0,0,922,1028,280);
quest::spawn2(204069,0,0,947,1117,200);
quest::spawn2(204069,0,0,1031,1164,276);
quest::spawn2(204069,0,0,1121,1154,277);
quest::spawn2(204069,0,0,1206,1067,280);
quest::spawn2(204069,0,0,1237,887,272);
}
}
sub EVENT_DEATH {
quest::emote("An eerie silence settles onto the forest as Deyid the Twisted slumps over, defeated");
quest::signalwith(204047, 5, 1); # Send signal # 5 to Seilaen 1 second after death
quest::stoptimer(1); # Prevent treants from respawning as targetable if killed quickly
quest::signal(204068); # If Deyid is dead before the targetable treants have spawned, tell them to depop
}
Corrupt Treant (untargetable), ID 204068:
Code:
sub EVENT_SIGNAL {
if ($signal == 0) {quest::depop();} # Depop all at once, instead of one at a time with quest::depopall()
}
Corrupt Treant (targetable), ID 204069 (I assume):
Code:
sub EVENT_SPAWN {
quest::moveto(1011,1081,274); # Start walking to Deyid's spawn point, will probably require a very slow walk speed for dramatic effect
}
sub EVENT_SIGNAL {
if ($signal == 0) {quest::depop();} # Depop all at once, instead of one at a time with quest::depopall()
}
|
|
|
|
04-11-2008, 09:46 PM
|
Hill Giant
|
|
Join Date: Sep 2005
Posts: 114
|
|
Quote:
Originally Posted by cavedude
Yep, grid is their walking path. In this case none is needed, so the value is 0.
The script is perfect, that's exactly how I would write it. Unless there is more you want to add to it, I'll get it in today.
|
Must've missed the 30 second thing, if andmetal doesn't tmind add what he added to it and then it *should* be straight.
Appreciate all the advice and help.
|
04-12-2008, 07:34 AM
|
|
The PEQ Dude
|
|
Join Date: Apr 2003
Location: -
Posts: 1,988
|
|
Alright, the event is in. The untargetable trees should not aggro no matter what (AEs) I adjusted the other trees so that they are KOS but will not assist Deyid (assist range is very large) Their aggro range is very small (15, compared to 70 in the rest of the zone) I also set their runspeed to 0.25 which is very slow. That way in theory, they should slowly close in on that center point and won't aggro until they are right on top of the player. Sound right?
|
04-12-2008, 01:56 PM
|
Developer
|
|
Join Date: Mar 2007
Location: Ohio
Posts: 648
|
|
Sounds good to me
|
04-12-2008, 04:10 PM
|
Hill Giant
|
|
Join Date: Sep 2005
Posts: 114
|
|
Awesome thanks Cavedude. Imma head over to the peq quest area and see what else needs to be done pre PoP and get it submitted for you.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT -4. The time now is 10:15 PM.
|
|
|
|
|
|
|
|
|
|
|
|
|