Go Back   EQEmulator Home > EQEmulator Forums > Quests > Quests::Q&A

Quests::Q&A This is the quest support section

Reply
 
Thread Tools Display Modes
  #1  
Old 07-19-2008, 10:54 AM
ChaosSlayer
Demi-God
 
Join Date: May 2007
Posts: 1,032
Default

you won't need to signal them - specialy since signaling does not work zone to zone

you simply have vicars to check for same global variable flag as king would
Reply With Quote
  #2  
Old 07-19-2008, 12:30 PM
Neiv
Hill Giant
 
Join Date: May 2008
Location: Colorado
Posts: 238
Default

Quote:
you won't need to signal them - specialy since signaling does not work zone to zone. you simply have vicars to check for same global variable flag as king would
How would I go about creating this flag?
Reply With Quote
  #3  
Old 07-20-2008, 01:26 AM
ChaosSlayer
Demi-God
 
Join Date: May 2007
Posts: 1,032
Default

by flag I mean global variable, which I belive you allready using for your event with King, no?
Reply With Quote
  #4  
Old 07-20-2008, 11:41 PM
Striat
Sarnak
 
Join Date: Aug 2006
Posts: 60
Default

easiest way is probably to use player quest and a spell. For example, call if blessing of the kings with the stat buff. then, have it check for faction and/or global. With a global of "FactionA" (triggered with the turn in), but also the option of having FactionB and FactionC(not triggered), let the spell = 9000 in this example and faction_id = 600, 601, and 602 respectively:

player.pl in template folder

Code:
sub EVENT_ENTERZONE {
	quest::settimer("check",1);
	}

sub EVENT_TIMER {
	my $factioncheck = undef;
	if ($qglobals{kingdomfaction} ) {	#global is defined
	if ($qglobals{kingdomfaction} eq "FactionA") {	#FactionA has control
	$factioncheck = $client->GetCharacterFaction(600);
	if ($factioncheck >= 850) {	#FactionA and character faction over 850
	if (!$client->FindBuff(9000)) {	#No Buff?  Then cast
	quest::selfcast(9000);
	}
	}
	else {
	if ($client->FindBuff(9000)) {	#Has buff but not enough faction.  Fade buff
	$client->BuffFadeBySpellID(9000);
	}
	}
	}
	elsif ($qglobals{kingdomfaction} eq "FactionB") {
	$factioncheck = $client->GetCharacterFaction(601);
	if ($factioncheck >= 850) {	#FactionB and character faction over 850
	if (!$client->FindBuff(9000)) {	#No Buff?  Then cast
	quest::selfcast(9000);
	}
	}
	else {
	if ($client->FindBuff(9000)) {	#Has buff but not enough faction.  Fade buff
	$client->BuffFadeBySpellID(9000);
	}
	}
	}
	elsif($qglobals{kingdomfaction} eq "FactionC") {
	$factioncheck = $client->GetCharacterFaction(602);
	if ($factioncheck >= 850) {	#FactionA and character faction over 850
	if (!$client->FindBuff(9000)) {	#No Buff?  Then cast
	quest::selfcast(9000);
	}
	}
	else {
	if ($client->FindBuff(9000)) {	#Has buff but not enough faction.  Fade buff
	$client->BuffFadeBySpellID(9000);
	}
	}
	}
	}
	else {
	if ($client->FindBuff(9000)) {	#Global not set but has buff
	$client->BuffFadeBySpellID(9000);
	}
	}
}
Variations could also be used such as checking a player's global value (pledging alliance to a kingdom) or for an item. Several possibilities. If that doesn't work for you, let me know.

Another possibility is to use the quest::setstat command (I think that is it), but that could be more tricky.

The other possibility that I know of would simply be using a database query and updating values in the quest script (or adding a command). I really do not think that is optimal. It'd have the query in it though as UPDATE character format for typical sql update. I think you'd have to update blob file so could be a tad bit tricky. If you really really wanted to do it this way, let me know and I'll help you;p I do suggest one of the other methods though.

Edited--Since you mentioned you haven't really used quest globals, you'd need to have the hand in trigger the "flag". So in your king script when a player turns in the item, you would need to do like a quest::setglobal("kingdomfaction","FactionA",7,"F" ) in your event turn-in where FactionA is the value of the variable (just that it is defined) and 7 is for all players for the variable named kingdomfaction.
Reply With Quote
  #5  
Old 07-22-2008, 07:30 AM
Neiv
Hill Giant
 
Join Date: May 2008
Location: Colorado
Posts: 238
Default

Thanks again. Will try this out.
Reply With Quote
  #6  
Old 07-25-2008, 12:16 AM
Neiv
Hill Giant
 
Join Date: May 2008
Location: Colorado
Posts: 238
Default

Striat,

The spell approach may be a good option if I can put some kind of perma status on it (I have not worked much with spells since no PC on my server will be able to cast them).

Btw, does the concept of pledging to a deity use a different function than granting a ton of faction using quest::faction()?
Quote:
you would need to do like a quest::setglobal("kingdomfaction","FactionA",7,"F" ) in your event turn-in where FactionA is the value of the variable (just that it is defined) and 7 is for all players for the variable named kingdomfaction.
I'm not sure I understand all this. I know what the first variable means. What does "F" stand for? And why does "7" stand for players?
Reply With Quote
  #7  
Old 07-25-2008, 08:11 PM
Striat
Sarnak
 
Join Date: Aug 2006
Posts: 60
Default

Quote:
Originally Posted by Neiv View Post
Striat,

The spell approach may be a good option if I can put some kind of perma status on it (I have not worked much with spells since no PC on my server will be able to cast them).
I haven't done a ton of test work lately. I'd recommend you use Bleh and Ailia's spell editor from the forums to make new spells. I believe you can set a function that prevents a buff from being dispelled. Perhaps treating it as a debuff. To be honest, however, I am not completely sure off the top of my head. I just know it can be done without too much trouble. To do this, you'll have to distribute your custom spells_us.txt file to your players.

That said, what my player.pl script really does is check to see if a player should have the buff. If it doesn't it'll immediately strip the buff. If the player doesn't have the buff (say they log in and their faction has taken over), they will receive the buff.

Quote:
Originally Posted by Neiv View Post
Btw, does the concept of pledging to a deity use a different function than granting a ton of faction using quest::faction()?
Quote:
Originally Posted by Neiv View Post
I'm not sure I understand all this. I know what the first variable means. What does "F" stand for? And why does "7" stand for players?
F stands for forever. So, the global will last forever or until it is replaced by a different value. 7 refers to the global table at the bottom of http://www.eqemulator.net/wiki/wikka...=QuestTutorial. 7 corresponds to npcid-all,player-all,zone-all. This means the global is set to the given value for all npcs, all zones, and all players.
Reply With Quote
  #8  
Old 08-17-2008, 12:21 AM
Neiv
Hill Giant
 
Join Date: May 2008
Location: Colorado
Posts: 238
Default

Quote:
Originally Posted by Striat View Post
easiest way is probably to use player quest and a spell. For example, call if blessing of the kings with the stat buff. then, have it check for faction and/or global. With a global of "FactionA" (triggered with the turn in), but also the option of having FactionB and FactionC(not triggered), let the spell = 9000 in this example and faction_id = 600, 601, and 602 respectively:

player.pl in template folder

Code:
sub EVENT_ENTERZONE {
	quest::settimer("check",1);
	}

sub EVENT_TIMER {
	my $factioncheck = undef;
	if ($qglobals{kingdomfaction} ) {	#global is defined
	if ($qglobals{kingdomfaction} eq "FactionA") {	#FactionA has control
	$factioncheck = $client->GetCharacterFaction(600);
	if ($factioncheck >= 850) {	#FactionA and character faction over 850
	if (!$client->FindBuff(9000)) {	#No Buff?  Then cast
	quest::selfcast(9000);
	}
	}
	else {
	if ($client->FindBuff(9000)) {	#Has buff but not enough faction.  Fade buff
	$client->BuffFadeBySpellID(9000);
	}
	}
	}
	elsif ($qglobals{kingdomfaction} eq "FactionB") {
	$factioncheck = $client->GetCharacterFaction(601);
	if ($factioncheck >= 850) {	#FactionB and character faction over 850
	if (!$client->FindBuff(9000)) {	#No Buff?  Then cast
	quest::selfcast(9000);
	}
	}
	else {
	if ($client->FindBuff(9000)) {	#Has buff but not enough faction.  Fade buff
	$client->BuffFadeBySpellID(9000);
	}
	}
	}
	elsif($qglobals{kingdomfaction} eq "FactionC") {
	$factioncheck = $client->GetCharacterFaction(602);
	if ($factioncheck >= 850) {	#FactionA and character faction over 850
	if (!$client->FindBuff(9000)) {	#No Buff?  Then cast
	quest::selfcast(9000);
	}
	}
	else {
	if ($client->FindBuff(9000)) {	#Has buff but not enough faction.  Fade buff
	$client->BuffFadeBySpellID(9000);
	}
	}
	}
	}
	else {
	if ($client->FindBuff(9000)) {	#Global not set but has buff
	$client->BuffFadeBySpellID(9000);
	}
	}
}
I'm just now starting to experiment with this. Is the settimer function even necessary in this? Can't I just put the script that appears under the TIMER event under the ENTERZONE event instead? I don't even see an "if($timername eq "check")" statement that would trigger the timer. Or am I just missing something?
Reply With Quote
  #9  
Old 08-18-2008, 04:47 PM
Striat
Sarnak
 
Join Date: Aug 2006
Posts: 60
Default

Quote:
Originally Posted by Neiv View Post
I'm just now starting to experiment with this. Is the settimer function even necessary in this? Can't I just put the script that appears under the TIMER event under the ENTERZONE event instead? I don't even see an "if($timername eq "check")" statement that would trigger the timer. Or am I just missing something?
The point of a looped timer would be so that if faction or whatever changed while players are killing in a zone, they'd be stripped of buffs. Or if their faction takes over, they'd be given the buff. That is why I used a timer in my example.

On the if($timer eq "check") thingy...You can add it. But, you don't have to. if a timer check is not specified (such as in my script under EVENT_TIMER as you mention), it should trigger everything under EVENT_TIMER.
Reply With Quote
  #10  
Old 08-18-2008, 08:51 PM
Neiv
Hill Giant
 
Join Date: May 2008
Location: Colorado
Posts: 238
Default

Quote:
Originally Posted by Striat View Post
The point of a looped timer would be so that if faction or whatever changed while players are killing in a zone, they'd be stripped of buffs. Or if their faction takes over, they'd be given the buff. That is why I used a timer in my example. On the if($timer eq "check") thingy...You can add it. But, you don't have to. if a timer check is not specified (such as in my script under EVENT_TIMER as you mention), it should trigger everything under EVENT_TIMER.
I see. Thanks. Now that I have it complete it's crashing the zone, so I'm sure I've misinterpreted something. Here is the entire script:
Quote:
sub EVENT_ENTERZONE
##checks is player has item; if so, is added to hate list of NPCID 999243
##if not, checks for kingdom faction
{
if(plugin::check_hasitem($client, 13732))
{
$client->SetPVP(1);
quest::settimer("aggro",20);
}

else
{
quest::settimer("check",1);
}
}


sub EVENT_TIMER
{
if($timername == "aggro")
{
my $guard_one = $entity_list->GetMobByNpcTypeID(999243);

if ($guard_one)
{
my $hate_guard_one = $guard_one->CastToNPC();
$hate_guard_one->AddToHateList($client, 1);
}
quest::stoptimer("aggro");
}
elsif($timername == "check")

{

my $factioncheck = undef;
if ($qglobals{kingdomfaction})
{ #global is defined

# #FactionA
if ($qglobals{kingdomfaction} eq "FactionA")
{ #FactionA has control
$factioncheck = $client->GetCharacterFaction(19927);
if ($factioncheck >= 850)
{ #FactionA and character faction over 850
if (!$client->FindBuff(9000))
{ #No Buff? Then cast
quest::selfcast(9000);
}
}
else
{
if ($client->FindBuff(9000))
{ #Has buff but not enough faction. Fade buff
$client->BuffFadeBySpellID(9000);
}
}
}

# #FactionB faction
elsif ($qglobals{kingdomfaction} eq "FactionB")
{ #FactionB has control
$factioncheck = $client->GetCharacterFaction(19928 ); #space added to prevent emoticon in post, does not appear in script
if ($factioncheck >= 850)
{ #FactionB and character faction over 850
if (!$client->FindBuff(9000))
{ #No Buff? Then cast
quest::selfcast(9000);
}
}
else
{
if ($client->FindBuff(9000))
{ #Has buff but not enough faction. Fade buff
$client->BuffFadeBySpellID(9000);
}
}
}

# #FactionC faction
elsif($qglobals{kingdomfaction} eq "FactionC")
{ #FactionC has control
$factioncheck = $client->GetCharacterFaction(19930);
if ($factioncheck >= 850)
{ #FactionC and character faction over 850
if (!$client->FindBuff(9000))
{ #No Buff? Then cast
quest::selfcast(9000);
}
}
else
{
if ($client->FindBuff(9000))
{ #Has buff but not enough faction. Fade buff
$client->BuffFadeBySpellID(9000);
}
}
}

# #FactionD faction
elsif($qglobals{kingdomfaction} eq "FactionD")
{ #FactionD has control
$factioncheck = $client->GetCharacterFaction(19931);
if ($factioncheck >= 850)
{ #FactionD and character faction over 850
if (!$client->FindBuff(9000))
{ #No Buff? Then cast
quest::selfcast(9000);
}
}
else
{
if ($client->FindBuff(9000))
{ #Has buff but not enough faction. Fade buff
$client->BuffFadeBySpellID(9000);
}
}
}
else
{
if ($client->FindBuff(9000))
{ #Global not set but has buff
$client->BuffFadeBySpellID(9000);
}
}
}
}
}
I ran this through a perl cmd line and it returned no errors. But when I put it in the quest/zone folder it crashed the zone. Any thoughts?
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 11:02 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3