Log in

View Full Version : Time Watcher NPC


Angelox
02-10-2008, 04:53 AM
Cavedude;
This will put a generic "time watcher" NPC in ever zone, unspawned;
http://www.nahunta.org/~angelox/files/TimerNPC.zip
345 in all, and since there is no *999 npc, it inserts with no errors -
The idea is to have one PL in /quests/templates for time only, would be named ##_6804.pl (i used the number/character mix to ensure it stays genuine).
All you have to do now is spawn this npc in any zone you use and want to keep time straight. You can use the PEQ Editor, and just spawn it to coords 0,0,0 (doesn't matter where, since you can't see, feel, or track him).
I already tested it with a few zones, and works fine.

cavedude
02-10-2008, 06:33 AM
Excellent, I'll get this merged in as soon as PEQ's network troubles get cleared up.

Knightly
02-10-2008, 07:41 AM
Did removing the !gottime conditional as I mentioned in: http://www.eqemulator.net/forums/showthread.php?t=24122 not work for you guys?

Or is this for something else?

Angelox
02-10-2008, 08:57 AM
Well, what I did was zone through different zones and saw where some (dynamic) still started at 8:00 am regardless what is being sent to the log (I zone in to a new zone and used /time). I'm not sure why - and hadn't noticed you had a fix for this, unless it hasn't been added to the source?

cavedude
02-10-2008, 09:34 AM
Not the official source no. I was going to try out the code in question this weekend, but now that PEQ's network is having fits, that isn't going to happen.

Angelox
02-10-2008, 10:10 AM
Not the official source no. I was going to try out the code in question this weekend, but now that PEQ's network is having fits, that isn't going to happen.
Well, in any case, these npcs / spawns can be easily removed if the new code is good - all have the same name.