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Quests::Submissions This is where you submit your quests for review |

07-27-2006, 02:29 PM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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My idea was to have the two roamers that path through split paw, spawn Quilmane elsewhere in the zone when they die ( as they do in Live) - I removed Quilmane spawns from the database. What does spawn from the database is the place holders (or triggers) that run through splitpaw.
There's a lot of spawns like this through out the zones.
You can't use these scripts straight-off, you'd have to set up the npcs, spawns and grids to go with them, which is not too hard to do, since it's just a few npcs. The triggers do spawn off the database and have a one in three chance to spawn.
Here's one to think about;
South Karanas' Sentry Alechin is a Wereolf at night , this is the only werewolf that roams SK, and does so during nightime. I guess you'd make a day/night event for this? He drops quest items, which the werewolf also drops, but doesn't give the nasty faction hit the Sentry does.
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07-27-2006, 02:57 PM
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Discordant
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Join Date: Sep 2004
Posts: 253
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Actually, just use a spawn condition in the database. You may need to put the sentry and his werewolf form on a separate spawn group, or you might catch more then just the sentry with this, but basically, when it turns night, it will despawn the sentry and pop the werewolf.
What you should probably do is put the Werewolf and the Sentry both on completely separate groups and mess with the spawn conditions.
Tutorial on spawn_conditions here:
http://www.eqemulator.net/forums/sho...awn+conditions
I don't completely understand it, but it seems that the day, month, and year shouldn't make a lot of difference in the database, the big thing seems to be the hour and minute (the example shows 9 PM and 6 AM if I'm reading that right). I haven't messed with it, but let me know if you'd like me to try and set this up for you and I'll add it to my list this weekend.
In all reality, a quest event would probably be the easiest way to do this.
Now, the problem I see with your quests is that, unlike in Live, it forces a spawn right after something is killed rather then the mob actually respawning. The result? Easier farming. I don't know about you, but the one thing I can say about EQ farming was that it was suspenseful (and aggravating) because you never knew whether or not your named thing would spawn. If you do the spawning through those quest files with no timers, then you take away the suspense. Just by looking at it, it would seem more then possible for a group of maybe 4 people to kill Quillmane 10 or more times in a matter of minutes.
Just my thought on it. Maybe you should try messing around with the spawngroups. I wouldn't go this route to achieve what you're doing, though, unless you are going to add timers to the quests to give it a more live-ish feel.
Also, take out the debug statements when you try to release a quest like this if you would. It's distracting to the end user when they kill something and it says "Spawning Quillmane2." =P It's good for testing to ensure that it's working, but not necessary for your end users. =)
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07-27-2006, 11:34 PM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
Originally Posted by Sarepean
I don't completely understand it, but it seems that the day, month, and year shouldn't make a lot of difference in the database, the big thing seems to be the hour and minute (the example shows 9 PM and 6 AM if I'm reading that right). I haven't messed with it, but let me know if you'd like me to try and set this up for you and I'll add it to my list this weekend.
In all reality, a quest event would probably be the easiest way to do this.
Now, the problem I see with your quests is that, unlike in Live, it forces a spawn right after something is killed rather then the mob actually respawning. The result? Easier farming. I don't know about you, but the one thing I can say about EQ farming was that it was suspenseful (and aggravating) because you never knew whether or not your named thing would spawn. If you do the spawning through those quest files with no timers, then you take away the suspense. Just by looking at it, it would seem more then possible for a group of maybe 4 people to kill Quillmane 10 or more times in a matter of minutes.
Just my thought on it. Maybe you should try messing around with the spawngroups. I wouldn't go this route to achieve what you're doing, though, unless you are going to add timers to the quests to give it a more live-ish feel.
Also, take out the debug statements when you try to release a quest like this if you would. It's distracting to the end user when they kill something and it says "Spawning Quillmane2." =P It's good for testing to ensure that it's working, but not necessary for your end users. =)
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You haven't camped Quillmane - if you did, you'd know he doesn't spawn in the same place his place holder does, and he spawns right away, with death of his place holder. This might be a little different on live, but very close.
The debug statements are already quoted out, they can be un quoted if needed, for testing.
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07-28-2006, 12:04 AM
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Discordant
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Join Date: Sep 2004
Posts: 253
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Don't get me wrong. I camped Quillmane. I just never got the opportunity to kill him. XD
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07-28-2006, 01:28 AM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
Originally Posted by Sarepean
Don't get me wrong. I camped Quillmane. I just never got the opportunity to kill him. XD
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I got him a few times, always by splitpaw and, i was killing the ph'r's that ran through there.
here's an interesting post on him;
http://www.rpgexpert.com/3149.html
and this one;
Well for some reason I can't get back to allakhazam.com this morning, I found one similar to the above post, but a little different here;
http://eqbeastiary.allakhazam.com/zonelist.html click on South Karana, then click on Quillmane, find the long post on him and his cycle. if you start getting stuff like; [an error occurred while processing this directive] , welcome to the club!
I guess the point is, not to make the game so easy, one way or the other. Stuff like this is what makes Everquest so interesting.
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07-28-2006, 02:40 AM
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Discordant
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Join Date: Sep 2004
Posts: 253
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Hmm, okay, well, then we're both wrong in our solution. Apparently, the respawn time on his PH is 74 seconds and not immediately. So, 1 minute and 14 seconds.
So technically it's possible to have this guy's corpse on the group 6-7 times before his first corpse disappears?
That sounds entirely wrong, but okay. =)
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07-28-2006, 03:10 AM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
Originally Posted by Sarepean
Hmm, okay, well, then we're both wrong in our solution. Apparently, the respawn time on his PH is 74 seconds and not immediately. So, 1 minute and 14 seconds.
So technically it's possible to have this guy's corpse on the group 6-7 times before his first corpse disappears?
That sounds entirely wrong, but okay. =)
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There would have to be a flag of some sort, becuase I don't think no one ever has seen two Quillmanes at one time.
This guy may be right, or just thought he was right - hard to tell, because trying to figure out spawns like Quilmane, has gone on for years now.
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