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  #1  
Old 01-23-2014, 11:31 AM
kimura
Hill Giant
 
Join Date: Oct 2011
Posts: 132
Default script help?

im trying to make a boss at 35% become unattackable and change it's name temporarily when it spawns some adds...here is part of the script that isn't working and I cant figure out what to use...

the commented out part is the part not working...

Code:
if($hpevent == 35)
 {
  #$npc->SetTargetable(false);
  #$npc->Tempname("custom name here");
  quest::shout("blah blah");
  quest::spawn2(1241,0,0,($x + 20),$y,$z,$h);
  quest::spawn2(1241,0,0,$x,($y + 20),$z,$h);
  quest::spawn2(1241,0,0,($x + 20),($y + 20),$z,$h);
  quest::spawn2(1241,0,0,($x + -20),$y,$z,$h);
  quest::spawn2(1241,0,0,$x,($y + -20),$z,$h);
  quest::spawn2(1241,0,0,($x + -20),($y + -20),$z,$h);     
 }
I have a signal from the adds to make the boss go back to normal....obviously not working either...

Code:
sub EVENT_SIGNAL
{
 if($signal == 1234)
 {
  #$npc->SetTargetable(true);
  #$npc->Tempname();
    
 }
}
any suggestions would be greatly appreciated!

Thanks,

Kimura
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  #2  
Old 01-23-2014, 12:14 PM
Township EQ
Hill Giant
 
Join Date: Sep 2013
Posts: 118
Default

Quote:
Originally Posted by kimura View Post
im trying to make a boss at 35% become unattackable and change it's name temporarily when it spawns some adds...here is part of the script that isn't working and I cant figure out what to use...

the commented out part is the part not working...

Code:
if($hpevent == 35)
 {
  #$npc->SetTargetable(false);
  #$npc->Tempname("custom name here");
  quest::shout("blah blah");
  quest::spawn2(1241,0,0,($x + 20),$y,$z,$h);
  quest::spawn2(1241,0,0,$x,($y + 20),$z,$h);
  quest::spawn2(1241,0,0,($x + 20),($y + 20),$z,$h);
  quest::spawn2(1241,0,0,($x + -20),$y,$z,$h);
  quest::spawn2(1241,0,0,$x,($y + -20),$z,$h);
  quest::spawn2(1241,0,0,($x + -20),($y + -20),$z,$h);     
 }
I have a signal from the adds to make the boss go back to normal....obviously not working either...

Code:
sub EVENT_SIGNAL
{
 if($signal == 1234)
 {
  #$npc->SetTargetable(true);
  #$npc->Tempname();
    
 }
}
any suggestions would be greatly appreciated!

Thanks,

Kimura
I got you.. I'll do it for you in a bit an post it here.
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  #3  
Old 01-23-2014, 12:56 PM
Township EQ
Hill Giant
 
Join Date: Sep 2013
Posts: 118
Default

K so.. what is actually going on here?

You want him untargetable for how long? until the adds are done spawning.. until players are done killing all the adds?

Also I'm not sure if SetTargetable is even a thing.. and TempName needs to have an uppercase N. Bodytype 11 is untargetable.

Code:
$npc->SetBodyType(11);
$npc->TempName("");
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  #4  
Old 01-23-2014, 01:02 PM
kimura
Hill Giant
 
Join Date: Oct 2011
Posts: 132
Default

I got it from here...wasn't sure of it would work though



I want the boss to change back to normal after the adds are killed

didn't notice the caps N...thanks :P

Kimura
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  #5  
Old 01-23-2014, 01:08 PM
kimura
Hill Giant
 
Join Date: Oct 2011
Posts: 132
Default

I should be able to do it with the suggestions you showed me..thanks I will try them soon :P
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  #6  
Old 01-23-2014, 01:39 PM
kimura
Hill Giant
 
Join Date: Oct 2011
Posts: 132
Default

ok, TempName works fine.

the bodytype 11 seems to make him still targetable and he just ripostes all attacks...

I want to make him untargetable and also non aggro until adds are dead...I want him to just stand where he is when it triggers...
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  #7  
Old 01-23-2014, 02:47 PM
kimura
Hill Giant
 
Join Date: Oct 2011
Posts: 132
Default

Is there a way to add special_abilities 24,1^35,1 and then take it away with a script? without removing the ones already assigned?

I see some for NpcSpecialAttacks, but that's old, right? it doesn't work...

I'm sure there is a simple solution for this, I just cant find it lol
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  #8  
Old 01-23-2014, 03:45 PM
Dunge0nMastr
Hill Giant
 
Join Date: Oct 2002
Location: Rockville, MD
Posts: 124
Default

Code:
quest::modifynpcstat("special_attacks","SERFTrMCNIL");  #example of course
using the table: http://www.eqemulator.net/wiki/wikka...SpecialAttacks

Generally works - u can use the A/B to make him immune to melee/magic damage. Not sure the affect of making him immune to aggro might have mid fight cant say ive ever played with it.

I have a mob in an old custom event of mine that would port to a spot, and become rooted, (quest::modifynpcstat("runspeed","0.0");, then after X adds are killed, he jumps back into the fight, again modifying the npcstats and the runspeed. Can easily use this for just about any stat, and works great on making mobs immune/vulnerable to different attacks (again using A or B) or making them get harder as a fight goes on (Timers + counters for increased stats)
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http://kpemu.com/
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  #9  
Old 01-23-2014, 03:49 PM
Dunge0nMastr
Hill Giant
 
Join Date: Oct 2002
Location: Rockville, MD
Posts: 124
Default

I just noticed that the code was updated - Looks like table takes that into account (or db is old :P)
__________________
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http://kpemu.com/
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  #10  
Old 01-23-2014, 03:52 PM
kimura
Hill Giant
 
Join Date: Oct 2011
Posts: 132
Default

the problem is when I add the letters in the npcspecialattks column, they do nothing...wasn't that disabled when they updated to special_abilities and the numbers?
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  #11  
Old 01-23-2014, 04:25 PM
Dunge0nMastr
Hill Giant
 
Join Date: Oct 2002
Location: Rockville, MD
Posts: 124
Default

yeah im looking at that now and I htink you may be right, have you tried adding the Numbers instead of the Letters?

Like i said our DB is old and hasnt been updated in about 18months (too custom now to update lol).
__________________
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http://kpemu.com/
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  #12  
Old 01-23-2014, 04:37 PM
kimura
Hill Giant
 
Join Date: Oct 2011
Posts: 132
Default

My db has both columns npcspecialattks and special_abilities

putting the numbers in the special_abilities column works, but I don't think there is a function or object that will put that in the special_abilities column from a script? or at least I am not aware of it at this time...

still researching lol
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  #13  
Old 01-23-2014, 05:48 PM
jdoran
Hill Giant
 
Join Date: Jul 2012
Posts: 212
Default

$npc -> NPCSpecialAttacks("values here", 0);
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  #14  
Old 01-23-2014, 05:58 PM
kimura
Hill Giant
 
Join Date: Oct 2011
Posts: 132
Default

I have tried that one...doesn't work with the new special_abilities column :(

as far as I can tell anyway.
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  #15  
Old 01-23-2014, 08:05 PM
jdoran
Hill Giant
 
Join Date: Jul 2012
Posts: 212
Default

Ah, sorry. I'm still using the NPCSpecialAttacks -- have an important project and don't want to change code bases.

Will $npc -> SetSpecialAbility(24,1) work? (to make mob immune from aggro)
Values are in common.h
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