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  #1  
Old 07-01-2013, 08:40 PM
Secrets's Avatar
Secrets
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Default LUA Example #1 - Scaling an NPC

This is a module to scale an NPC, it goes in the lua_modules folder in the root directory of your EQEmu install. It should be called lua_scale.lua if you are testing out the example.

Code:
local scale_npc = {}

function scale_npc.scaleme(npc, level, zoneid, instanceid, scalerate, loottableid)

	--Set up static constants, these are close to PEQ values:
	local hpval = ((level * (11 + level)) * scalerate) / 100
	local manaval = ((level * (11 + level))  * scalerate) / 100
	local endurval = ((level * (11 + level))  * scalerate) / 100
	local min_dmg = (((level + 2) + level)   * scalerate) / 100
	local max_dmg = (((level * 2) + level)   * scalerate) / 100
	local ac = ((28 + (4 * level))   * scalerate) / 100
	local hp_regen_rate = (((level / 5) + 1) * scalerate) / 100
	local mana_regen_rate = (((level / 5) + 1)   * scalerate) / 100
	local rawstats 	= ((75 + (level * 2)) * scalerate) / 100

	--[[ 
	Lua supports nice looking comments too, so why not tell people we are starting the actual scaling here?
	Maybe include instance version at some point to the equation? :)
	--]]
	
	npc:AddLootTable(loottableid)
	npc:ModifyNPCStat("str", tostring(rawstats))
	npc:ModifyNPCStat("sta", tostring(rawstats))
	npc:ModifyNPCStat("agi", tostring(rawstats))
	npc:ModifyNPCStat("dex", tostring(rawstats))
	npc:ModifyNPCStat("wis", tostring(rawstats))
	npc:ModifyNPCStat("int", tostring(rawstats))
	npc:ModifyNPCStat("cha", tostring(rawstats))
	npc:ModifyNPCStat("ac", tostring(ac))
	npc:ModifyNPCStat("max_hp", tostring(hpval))
	npc:ModifyNPCStat("mana", tostring(manaval))
	npc:ModifyNPCStat("min_hit", tostring(min_dmg))
	npc:ModifyNPCStat("max_hit", tostring(max_dmg))
	npc:ModifyNPCStat("hp_regen", tostring(hp_regen_rate))
	npc:ModifyNPCStat("mana_regen", tostring(hp_regen_rate))
	npc:ModifyNPCStat("level", tostring(level))
	npc:ModifyNPCStat("healscale", tostring(healscale))
	npc:ModifyNPCStat("spellscale", tostring(spellscale))
	npc:Heal()
end

return scale_npc;
Note that LUA automatically converts string to int, but not int to string. You need to use conversion functions to do so.

Here is an example to scale an NPC by saying an integer to it.

Code:
function event_say(e)
e.self:Say("Scaleme!")
--This will scale an NPC to a level that you specify:
local luascale = require("lua_scale")
--Params: NPC to scale, Message, ZoneID, InstanceID, Scalerate, LootTable to assign
luascale.scaleme(e.self, e.message, eq.get_zone_id(), eq.get_zone_instance_id(), 100, 1)
end
More as I write them. PEQ has some good examples too, you should download their nightly repository here: https://drive.google.com/folderview?...p=sharing#list
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  #2  
Old 07-02-2013, 11:31 AM
wolfwalkereci
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Join Date: Dec 2005
Posts: 435
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Thanks for that example.
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  #3  
Old 07-03-2013, 08:10 PM
KLS
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Join Date: Sep 2006
Posts: 1,348
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Just to add to the example you can take it and do something like:

Code:
function NPC:Scale(level, zoneid, instanceid, scalerate, loottableid)
	--Set up static constants, these are close to PEQ values:
	local hpval = ((level * (11 + level)) * scalerate) / 100
	local manaval = ((level * (11 + level))  * scalerate) / 100
	local endurval = ((level * (11 + level))  * scalerate) / 100
	local min_dmg = (((level + 2) + level)   * scalerate) / 100
	local max_dmg = (((level * 2) + level)   * scalerate) / 100
	local ac = ((28 + (4 * level))   * scalerate) / 100
	local hp_regen_rate = (((level / 5) + 1) * scalerate) / 100
	local mana_regen_rate = (((level / 5) + 1)   * scalerate) / 100
	local rawstats 	= ((75 + (level * 2)) * scalerate) / 100

	--[[ 
	Lua supports nice looking comments too, so why not tell people we are starting the actual scaling here?
	Maybe include instance version at some point to the equation? :)
	--]]
	
	self:AddLootTable(loottableid)
	self:ModifyNPCStat("str", tostring(rawstats))
	self:ModifyNPCStat("sta", tostring(rawstats))
	self:ModifyNPCStat("agi", tostring(rawstats))
	self:ModifyNPCStat("dex", tostring(rawstats))
	self:ModifyNPCStat("wis", tostring(rawstats))
	self:ModifyNPCStat("int", tostring(rawstats))
	self:ModifyNPCStat("cha", tostring(rawstats))
	self:ModifyNPCStat("ac", tostring(ac))
	self:ModifyNPCStat("max_hp", tostring(hpval))
	self:ModifyNPCStat("mana", tostring(manaval))
	self:ModifyNPCStat("min_hit", tostring(min_dmg))
	self:ModifyNPCStat("max_hit", tostring(max_dmg))
	self:ModifyNPCStat("hp_regen", tostring(hp_regen_rate))
	self:ModifyNPCStat("mana_regen", tostring(hp_regen_rate))
	self:ModifyNPCStat("level", tostring(level))
	self:ModifyNPCStat("healscale", tostring(healscale))
	self:ModifyNPCStat("spellscale", tostring(spellscale))
	self:Heal()
end
and in your global/script_init.lua add
require("lua_scale")

Then you could literally do

Code:
function event_say(e)
	e.self:Say("Scaleme!")
	e.self:Scale(e.message, eq.get_zone_id(), eq.get_zone_instance_id(), 100, 1)
end
Inheritance issues can sometimes make it a bit tricky though as these wont be in the metatable lookup that deals with inheritance.
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  #4  
Old 07-03-2013, 11:52 PM
Secrets's Avatar
Secrets
Demi-God
 
Join Date: May 2007
Location: b
Posts: 1,450
Default

Quote:
Originally Posted by KLS View Post
Just to add to the example you can take it and do something like:

Code:
function NPC:Scale(level, zoneid, instanceid, scalerate, loottableid)
	--Set up static constants, these are close to PEQ values:
	local hpval = ((level * (11 + level)) * scalerate) / 100
	local manaval = ((level * (11 + level))  * scalerate) / 100
	local endurval = ((level * (11 + level))  * scalerate) / 100
	local min_dmg = (((level + 2) + level)   * scalerate) / 100
	local max_dmg = (((level * 2) + level)   * scalerate) / 100
	local ac = ((28 + (4 * level))   * scalerate) / 100
	local hp_regen_rate = (((level / 5) + 1) * scalerate) / 100
	local mana_regen_rate = (((level / 5) + 1)   * scalerate) / 100
	local rawstats 	= ((75 + (level * 2)) * scalerate) / 100

	--[[ 
	Lua supports nice looking comments too, so why not tell people we are starting the actual scaling here?
	Maybe include instance version at some point to the equation? :)
	--]]
	
	self:AddLootTable(loottableid)
	self:ModifyNPCStat("str", tostring(rawstats))
	self:ModifyNPCStat("sta", tostring(rawstats))
	self:ModifyNPCStat("agi", tostring(rawstats))
	self:ModifyNPCStat("dex", tostring(rawstats))
	self:ModifyNPCStat("wis", tostring(rawstats))
	self:ModifyNPCStat("int", tostring(rawstats))
	self:ModifyNPCStat("cha", tostring(rawstats))
	self:ModifyNPCStat("ac", tostring(ac))
	self:ModifyNPCStat("max_hp", tostring(hpval))
	self:ModifyNPCStat("mana", tostring(manaval))
	self:ModifyNPCStat("min_hit", tostring(min_dmg))
	self:ModifyNPCStat("max_hit", tostring(max_dmg))
	self:ModifyNPCStat("hp_regen", tostring(hp_regen_rate))
	self:ModifyNPCStat("mana_regen", tostring(hp_regen_rate))
	self:ModifyNPCStat("level", tostring(level))
	self:ModifyNPCStat("healscale", tostring(healscale))
	self:ModifyNPCStat("spellscale", tostring(spellscale))
	self:Heal()
end
and in your global/script_init.lua add
require("lua_scale")

Then you could literally do

Code:
function event_say(e)
	e.self:Say("Scaleme!")
	e.self:Scale(e.message, eq.get_zone_id(), eq.get_zone_instance_id(), 100, 1)
end
Inheritance issues can sometimes make it a bit tricky though as these wont be in the metatable lookup that deals with inheritance.
Interesting addition, KLS.

Hopefully this will cut down the need for so many functions that we generally export to perl - except they'll be faster.
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