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  #1  
Old 07-20-2008, 11:41 PM
Striat
Sarnak
 
Join Date: Aug 2006
Posts: 60
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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.
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  #2  
Old 07-22-2008, 07:30 AM
Neiv
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Join Date: May 2008
Location: Colorado
Posts: 238
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Thanks again. Will try this out.
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  #3  
Old 07-25-2008, 12:16 AM
Neiv
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Join Date: May 2008
Location: Colorado
Posts: 238
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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?
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  #4  
Old 07-25-2008, 08:11 PM
Striat
Sarnak
 
Join Date: Aug 2006
Posts: 60
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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.
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  #5  
Old 07-25-2008, 08:34 PM
Striat
Sarnak
 
Join Date: Aug 2006
Posts: 60
Default

Since my post got screwed up and I cannot edit, here goes.

deity is normally an aspect of faction. So, I wouldn't say it is the same thing. You could always make a faction called cazic thule or something (this one does already exist) and make it work practically the same though.

And on the last thing,

quest::setglobal("kingdomfaction","FactionA",7,"F" )

kingdomfaction is the global's name. FactionA is the value. 7 corresponds to who the variable will affect. You could use any number 1-7 from the table in the link mentioned above. However, 7 means the global variable kingdomfaction is set to FactionA for all players and all npcs in all zones. And again, F is the time variable. I normally use F for forever, but you can use other things such as "Y5" for 5 years if you really want to.

So, what exactly does the 7 mean?

I made an npc named Inny in hateplaneb. I made an npc named cazzy in fearplane. I gave them the exact same script:
Code:
if($text=~/hail/i){
  quest::say("Hi $name.  kingdomfaction is set to $qglobals{kingdomfaction}");
}
When Striat hailed Inny in hateplaneb, he sets kingdomfaction is set to FactionA. Then, Rondo hailed Cazzy in fearplane. Again, kingdomfaction is set to FactionA.

Next, I used 5 instead of 7. This is npcs-all, players-this player only, zone-all zones. I completed the initial quest with Striat. I hail Cazzy, I get the same response as above. Same response with Izzy.

Then, I use Rondo. I hail the npcs and he gets a blank value because the value is only defined for Striat. Hope that clears that aspect up a little.
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  #6  
Old 07-26-2008, 06:08 PM
Neiv
Hill Giant
 
Join Date: May 2008
Location: Colorado
Posts: 238
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This may be a bit beyond my current ability. I'm not sure I understand the precise relationship between the player.pl (does this reside in the zone folder btw, or somewhere else?) the king's script, the quest::setglobal("kingdomfaction","FactionA",7,"F" ) statement (is this part of the king's script?), and the quest::say in your most recent note (is this for the player to get the buff or is it to initiate the kingdom faction?).
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  #7  
Old 08-01-2008, 08:36 PM
Striat
Sarnak
 
Join Date: Aug 2006
Posts: 60
Default

Quote:
Originally Posted by Neiv View Post
This may be a bit beyond my current ability. I'm not sure I understand the precise relationship between the player.pl (does this reside in the zone folder btw, or somewhere else?)
You'd put it in templates folder. It is the fairly new player quest system. Look it up in the wiki under quests section.

Quote:
Originally Posted by Neiv View Post
the king's script,
This would just be the npc that triggers current faction setting

Quote:
Originally Posted by Neiv View Post
the quest::setglobal("kingdomfaction","FactionA",7,"F" ) statement (is this part of the king's script?),
Yes


Quote:
Originally Posted by Neiv View Post
and the quest::say in your most recent note (is this for the player to get the buff or is it to initiate the kingdom faction?).
You can ignore that;p It's just for checking what the global value is set to. It doesn't really need to be in a script for the script to function
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  #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?
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  #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.
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  #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?
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  #11  
Old 08-18-2008, 10:13 PM
Congdar
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the eqemu_quest_zone_3500.log file might have some clues (3500 would be a different number for you).
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  #12  
Old 08-18-2008, 11:10 PM
Deimos
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Join Date: Jun 2004
Posts: 135
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this code is too messy for me to really see much ><

If the zone is crashing, that's either a loop or a timer issue, and seeing as you have no loops, it's probably your timer.

Then again, considering it only goes once a second, I don't see how this would cause it.. oh well.

I agree, check the log files and that'll dish out some clues.

Also, check the folder size of the logs. If it's a loop or timer issue, it's going to be 300+ megs. Yea, I've had some evil typos in loops and have had 250 gig log folders ;o.... mmm....

Oh well, hope you find what's causing it. If not, put the code up on rafb or something so everyone can see color coding and indents that way your code is not so messy : D.
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  #13  
Old 08-19-2008, 10:48 PM
Neiv
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Join Date: May 2008
Location: Colorado
Posts: 238
Default

Here's the RAFB URL to the script. You'll notice I placed a quest::emote in the EVENT_ENTERZONE and in the first faction check under the "check" timer. When I enter a zone, I receive the first emote (which tells me it makes it past the point of triggering the timer), but not the second one. By the way, the script no longer crashes the zone. But neither does it cast the buff on my character (char has 1000 faction with FactionA).
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