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  #1  
Old 04-10-2008, 07:23 AM
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cavedude
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You make it sound like PEQ and EQEmu compete... We don't, EQEmu handles the server, and PEQ handles the quests and DB.

Deyid the Twisted is located at x: 1011 y: 1081 z: 274 in PEQ, and since he is the event mob, I would assume that's where you'll need to port players. Allah says this about him: "(Saying this triggers a gate of your group to the rocky, round plateau above and behind Seilaen. Deyid the Twisted is a massive treant positioned in the center, red to 61, KOS, but not within aggro range of the port-in.) "

The sub EVENT_DEATH and sub EVENT_HP need to be in #Deyid_the_Twisted.pl.

The second shout is Seilaen's, so what you need to do is in the sub EVENT_DEATH of #Deyid_the_Twisted.pl, add a signal to Seilean. Then, in Seilaen.pl add a sub EVENT_SIGNAL and the shout.

In order for your sub EVENT_HP to work, you also need to add this to #Deyid_the_Twisted.pl:

Code:
sub EVENT_SPAWN {
quest::setnexthpevent(60);
}
Please keep in mind that the HP events are 1% behind in perl, so if you really want the spawns to occur at 60%, then you need to change 60 to 61 in the script. Though, that's not a big deal of course.

I'll add the Corrupt Treant, who will have ID 204068. I'll also tweak #Deyid_the_Twisted to make him a bit more named, currently he has standard stats.
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  #2  
Old 04-10-2008, 11:06 AM
fault
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Awesome.


And apologies I did not mean for it to sound competitive, I just didn;t feel it was *complete enough* to post on peq, and things needed to be solved before that step.
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  #3  
Old 04-10-2008, 11:09 AM
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cavedude
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Ahhh I understand.

Yep, you're almost done, just need those few details worked out.
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  #4  
Old 04-10-2008, 10:53 PM
fault
Hill Giant
 
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How would I get the corrupted to spawn in a ring around Deyid? I see this, quest::spawn2(npc_type,grid,guildwarset,x,y,z,head ing); So I would have to #zone to various spots around deyid write down the /loc and do it that way?

I also don;t really see how signal is done (the recieving NPC) here is what i have


Deyid:

Code:
quest::signalwith(204047,204047_1, 20);
Seilaen:

Code:
sub_SIGNAL {
$signal,204047_1;
quest::shout("Oh thank you! Thank you! I don't feel the trees watching me anymore! And.. Let me try Mother's Locket again, I think it might work..");
quest::depop();
 }
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  #5  
Old 04-11-2008, 12:57 AM
AndMetal
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Quote:
Originally Posted by fault View Post
How would I get the corrupted to spawn in a ring around Deyid? I see this, quest::spawn2(npc_type,grid,guildwarset,x,y,z,head ing); So I would have to #zone to various spots around deyid write down the /loc and do it that way?
Basically, yes. You can also use #goto x y z which does the exact same thing as #zone zonename x y z.

I was going to try to create this quest myself (the dialogues are easy enough), so I could learn how to make everything interact properly, but there weren't really any resources spelling out how many treants there were, where they are placed, how fast they move, how tough they are, etc.

Quote:
I also don;t really see how signal is done (the recieving NPC) here is what i have


Deyid:

Code:
quest::signalwith(204047,204047_1, 20);
Seilaen:

Code:
sub_SIGNAL {
$signal,204047_1;
quest::shout("Oh thank you! Thank you! I don't feel the trees watching me anymore! And.. Let me try Mother's Locket again, I think it might work..");
quest::depop();
 }
This is what it should look like for Deyid to signal to Seilaen that's he/she/it's been killed, plus the resulting dialogue:

#Deyid_the_Twisted.pl
Code:
# Name: #Deyid_the_Twisted
# ID: 204051
# Zone: ponightmare

sub EVENT_DEATH {
	quest::signalwith(204047, 5, 1);	# Send signal # 5 to Seilaen 1 second after death
}
Seilaen.pl
Code:
# Name: Sailaen
# ID: 204047
# Zone: ponightmare

sub EVENT_SIGNAL {
	if ($signal == 5) {
		quest::shout("Oh thank you! Thank you! I don't feel the trees watching me anymore! And.. Let me try Mother's Locket again, I think it might work..");
		quest::depop();
	}
}
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  #6  
Old 04-11-2008, 02:03 AM
fault
Hill Giant
 
Join Date: Sep 2005
Posts: 114
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Oh, So I can;t use what I wanted? Darn I am a stickler for clean precise code ( npcid+value for example)


Reading up on the quest it appears as if he summons between 6 and 12. 6 for sure, but reports also say 1 dozen(12)

working on geting the final done as I type this (Atleast I hope)
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  #7  
Old 04-11-2008, 07:24 AM
fault
Hill Giant
 
Join Date: Sep 2005
Posts: 114
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here is what I have for deyid, I am stil uncertain as to the `grid` field in the spawn2, is that the walk grid? or what?

PHP Code:
sub EVENT_SPAWN {
quest::setnexthpevent(61);
}

#During the fight he summons a ring of Corrupt Treants ID 204068 in PEQ
# By the time you kill deyid they are upon you and attacking you.
#when Deyid Dies you have succeeded, you are not required to kill the spawns.
sub EVENT_HP {

    if (
$hpevent == 61) {
    
quest::spawn2(Corrupt_Treant,grid,0,922,1028,280);
    
quest::spawn2(Corrupt_Treant,grid,0,947,1117,200);
    
quest::spawn2(Corrupt_Treant,grid,0,1031,1164,276);
    
quest::spawn2(Corrupt_Treant,grid,0,1121,1154,277);
    
quest::spawn2(Corrupt_Treant,grid,0,1206,1067,280);
    
quest::spawn2(Corrupt_Treant,grid,0,1237,887,272);
    }  


  
sub EVENT_DEATH {
    
quest::emote("An eerie silence settles onto the forest as Deyid the Twisted slumps over, defeated");
    
quest::signalwith(20404751);    # Send signal # 5 to Seilaen 1 second after death

I got myself a test base up (server) was going to be testing it, but first I must search the forums here and figure out why When I hail npcs like th eosulbinders they ignore me
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