somewhat like ldon
was thinking about the whole ldon thing, and i was thinking that a quest could be written to ask the player if he had his whole group ready to go and with him, then have it quest:movegroup to the zone, and i'm not sure if this next part is somehow possible... but have the quest npc check the zone to see if anyone is currently in it... if not then they could port another group in... but if so then they'd have to wait for the first group to get done. also would it be possible to then have a second npc inside the zone that could be set to start a timer upon the zone booting up... and shout every now and then the remaining time left in the zone... then when time runs out quest:movepc or movegroup out of the zone... and somehow reboot the zone and all spawns completely. i would have no idea how to write something to check for players in the zone... or to somehow have to the second npc find the names of the players in the zone to move them out when time runs out... this is all just thrown out there as ideas... no idea if it's tangible... if not then ignore me =)... i know this would only allow one group in at a time... and also the npcs would be the same level regardless of the level of players that enter the zone.... one other thing... i was thinking would it be possible for the npc using qglobals to temporarily remember the groupmembers names for the duration of the time they are alloted in the zone... and only allow those players to zone back in until their time is up.... for corpse runs and such.
anyway... just tossing some ideas out there... i'm not a great quest writer but i like to come up with ideas... so maybe someone can figure out a way to bring this to life... haha |
It's possible, but that seems like more work than getting the existing code to work. I've made decent progress with LDoN stuff on my local server, and completed filling out the data for the adventure tables. I went through the code and fixed the horrible spelling errors that were driving me mad in the field names. I am hoping to get more progress done before I release anything more - but here's the 2 tables that work in conjunction with the current code:
Code:
CREATE TABLE `adventures` ( Now in all my research, I have not found anything that dynamically spawns NPCs per your adventure level... so it's likely these zones (once upon a time) were merely assigned to a group per their avg level, and a-j LDoN zone spawns were static from levels 20-70. Dunno, there is no NPC data for LDON in PEQ-DB either. I am still interested in "fixing" this, but time is not on my side. Still waiting for another torch bearer. ;) |
well as said in first post - you can make a fake instancing.
kind of like Hedge Trials in PoN worked. its not that complex. you need: a. an isolated area b. a quest npc outside, which will dispawn as soon as group is moved inside the area, and respawn when timers runs out, allowing another gruop to move in. the fake instance could also be made "dymanics" but cretaing a great variety of NPCs, but only spawning those which corespand to group level (which will be obtained by quest npc outside when group leader talk to npc), and spawn the area accordingly. Of course you will need to create all the npc for level variations intended. Personaly I would not try fit all 20-60 levels into a single fake instance. 5 levels variations for a single area should be suficient (thankfuly there are crap load of LDON zones) the part I am not sure of is how to kick the players OUT once timer runs out (my only idea is to spawn an invisiable triger npc with LARGE proximity radius and all players detected will be ported out - not sure if this will work through walls) |
Quote:
Eerily similar to the 2nd post... Quote:
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hmmm
i've got both tables in my db now (running under version 0.7.0-1061) and am able to have the adventure merchant open up the window and give me some text based on what is the adventures_maintext table, but i cannot get him to assign an adveture all the text seems to go away
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