Making Bilge Farfathom rare again
This is a bit of a whopper, but it works. I have posted all the PL files here also, for download;
http://www.nahunta.org/~angelox/ Note: you can use these pls as - is, but will have to make the NPC's and replace the NPC id numbers. Dagnor's Cauldron (PEQ version) still needs a lot of work done - for starters, all the rats, snakes, skeltons are roamers - so are a lot of the goblins. A lot of the mobs roam from the island in the center, to the borders of the lake. The four NPC's at the npc camp you pass as you head for for the zone of unrest, call themselves the "Fabulous Four" one of them will heal you on request (Nyrien Lyrdarniel), and another Sigan Ilbirkun will "escort" you out whan properly asked. All four of them hate rats, snakes, gobbies, etc., and will gang up on them and kill if they cross their camp. A lot of mobs path through the Fab Four camp and get killed, this serves as a "safe zone" for players and helps "throw" the tracker-class pc types. At one time, Bilge Farfathom and his "Pearl Kedge Totem" were very sought out - in the days when 1k pp meant something, the Totem had a big price tag on it for around 20K. I had a few friends who went on a "get rich fast" quest and thought they were going to drop Bilge quick. Most never even saw him. You could sit there for days, and never see him - usually, when he did show up, it was because people were playing in the zone, and not someone camping him. I camped him like crazy too for days, never saw him - but once passing through, I got him and another time got him just during normal play, when the zone had a lot of players. I think to this day, no one has never really figured out the Bilge Farfathom spawn pattern - they have a good idea where he spawns, but don't know what mob triggers the Bilge spawn. Anyways, I figure the trigger must be in the water somewhere, as no one ever plays in the water because there's nothing to do there. heres what I did: made a loop of four spawns in the water; MobA is outside the loop in the gobbie camp by unrest zone he's the loop starter. (all are Event_Death) MobA spawns normal off the eqemu / database. mobA dies and spawns MobB , then flags himself not to spawn anymore npc's in the loop when he respawns; Code:
#Bilge Farfathom spawn MobB is killed and spawns MobC 90%, and 10% Bilge Farfathom. MobC is killed and spawns MobD 90%, and 10% Bilge Farfathom. MobD is killed and spawns MobE 90%, and 10% Bilge Farfathom. MobE is killed and spawns MobB 90%, and 10% Bilge Farfathom; MobE will start at the top again. Code:
#Bilge Farfathom spawn Code:
#Bilge Farfathom spawn Code:
#Bilge Farfathom spawn Code:
#Bilge Farfathom spawn when he dies, he restarts the loop with a 25% chance to any one of the four above to spawn; Code:
#Bilge Farfathom spawn You'll notice that all these spawns eventually end up at the NPC camp, and should get killed. |
Here's a problem I have; I would like to use variables across npc's. Another words - if npcid 1 raises a flag,a different npcid 2 can change or lower it.
I spent two days on just this problem, and none of the quest::* helped either. I don't think it can be done, if anyone does happen to know a way, please post. |
I've never used it but can you use
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========== http://www.projecteq.net/phpBB2/viewtopic.php?t=149 |
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quest::setglobal is npc specific - If I try make two variables of the same name with different npc's, the database will add the two enties separatly and for the individual npc ids who made them. quest::targlobal might have been intended to change another NPC's variable value, but all it does is crash the zone. If I use it on the same NPC that made the variable, it will work ok. quest::delglobal seems to work ok, but useless to me, since the latter two can not apply I have more success with "global quests" switched off and the regular Perl variables. It appears these commands are more intented for the many quests in EQ, that require dealing with one npc at a time. It would be helpful to be able to set a "global" variable that could be use by any npc in the game. |
that's exactly what quest::setglobal() does with the different option sets.
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+--------+---------+---------+----------+ |
I see now, haven't tried it in that way - I'll try again, thanks
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I'm working on the .pl's for the "Fabulous Four" in this zone, I already have them chatting and doing a few things - I still have to figure out how to get Mr Sigan to kill roamers that pass through the camp. In fact, when EQ was young, all four of them would kill roamers. If anyone knows how to do this, please post.
If anyone wonders how I get info for these PLs, I still have an account with EQ, which I use for stuff like this. I also go to allakhazam and see what I can find there. I think this method is almost 100% accurate. You can get the quests at my web page. |
You can have him kill the mobs by using factions, just make them KOS to him.
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Not only his faction, but did you set how he reacts to opposing factions? Attack, Assist, Neutral?
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If you mean npc_aggro, yes |
The data you are changing is in a tabled called npc_faction_entries.
Columns: npc_faction_id | faction_id | value | npc_value Data: 4 | 106 | -30 | -1 That last bit, npc_value, is the NPCs aggro flad Aramid mentioned. It does look like it might effect all NPCs in that faction, but you can make a custom version of that faction for your NPC/Group that's tied to the base (faction_id). I think. It's early. And I have a 40 mi drive ahead of me. I'll check back later. |
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And there's also the issue with Bilge Farfathom spawn: his placeholder eventually ends up in the Fab4 camp and gets killed (so does Bilge, if he spawns and no one takes him). This effect increases the Bilge mystery, as he will appear out of nowhere and no one need really be camping him. |
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