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-   -   Scripting Bzzazzt (EVENT_DEATH) (https://www.eqemulator.org/forums/showthread.php?t=27551)

Aeolwind 02-23-2009 10:41 AM

Scripting Bzzazzt (EVENT_DEATH)
 
I'm working on scripting Sky for Project 1999. I have a sample of code for event death spawns on Pegasus isle which I'm cleaning up & fixing. I'm curious as to how you have different spawn codes for 3 mobs with the same name: Bzzazzt.

One spawns 2 mobs, one spawns 3 and one spawns 1.

Is it as simple as making the PL file Bzzazzt000, 001 and 002 and altering each to fit the respective spawns?

Theeper 02-23-2009 11:20 AM

Use the NPC's ID number as a file name. One for Bzzazzt might be 71005.pl

Aeolwind 02-23-2009 11:36 AM

Ahh, so we'll need 3 Bzzazzt's in the DB, one for each spawn and then name the PL's after the spawnID & write the repspective code for each?

laxative 02-26-2009 01:59 PM

Hi There,

Weird, I was working on the same bit of quest pieces. What I did for testing was append _boss to one of the spawns and tried the write the perl for the sequence.

This one is particularly tricky because they each spawn the same 2nd tier and 3rd tier mobs.

My first edit Did not work, The npc spawn with the adjusted name, but they did not follow the edit perl script. I think I might have had to reload.pl or some other GM command maybe?

But I think you are going to run into the same issue I ran into and may need to create the 2nd and 3tier mobs as well so you write the code appropriately.

Laxa

Aeolwind 02-26-2009 04:41 PM

Best way
 
I guess the best way to do it is copy the Bzz in the data base twice more. Affix each one to a specific spot and name the PL files based on the npctypeid. I haven't been able to mess with this as of yet so I cannot confirm.

Bristlebane[nj] 03-02-2009 11:51 PM

Well not too sure if you have come to the conclusion.
If you have 3 of the same named mob
Use their id for the .pl

so if the mob is 155399 then the 2nd one is 53559 then

155399.pl
53559.pl

This is what I used to do in my other server.

trevius 03-03-2009 12:10 AM

Also, a way that I use in some cases that works well for situations like this is to add numbers or pound signs (#) in the name somewhere depending on which version of the NPC it is. Then, you can name the script and include the numbers or pounds and the players will never see them as they won't show up in game.

So, you could name them something like this (I have used this and it does work):
#Bzzazzt
##Bzzazzt
###Bzzazzt

Or something like this (I haven't tried this with numbers, but I think it would work):

Bzzazzt1
Bzzazzt2
Bzzazzt3

Then your scripts will be named after those same names like this:

#Bzzazzt.pl
##Bzzazzt.pl
###Bzzazzt.pl

Or:

Bzzazzt1.pl
Bzzazzt2.pl
Bzzazzt3.pl

If you try the one that uses numbers and it doesn't work, you may be able to get it to work by moving the number in front of the name. Again though, I haven't really tried doing that, but I assume it would work.

Dibalamin 03-05-2009 09:41 AM

Aeolwind here

Hey, that is pretty slick, thanks Trev!


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