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Quests::Q&A This is the quest support section |
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05-08-2009, 08:34 PM
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Dragon
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Join Date: Dec 2007
Posts: 658
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Ok, to make mine soloable I just set up a system of porters to port the person to the next part of phase 1 and 2. It works, but once I kill the last boss of Phase I, nothing happens. this is his quest file and phase 2 trigger:
Code:
sub EVENT_DEATH {
quest::signalwith(223186,14010,0);
}
sub EVENT_SIGNAL {
if ($signal == 66) {
quest::depop();
}
}
Code:
my $IIacounter;
sub EVENT_SPAWN {
$IIacounter = 0;
if ($qglobals{potb_p3_comp_pl} != 1) {
quest::delglobal("potb_p1_start");
quest::setglobal("potb_p1_comp",1,7,"H1"); #let potimea know we're on phase 2.
quest::settimer("phase2",3600); #60 minute time limit
quest::signalwith(223111,1001,0); #flavor
quest::signalwith(223177,10,1);
quest::spawn2(223163,0,0,-140,1737,547,0); #phase 2 timer
quest::spawn2(223160,0,0,80,1645,495,64); #earth door
quest::spawn2(223203,0,0,98,1645,495,195);
quest::spawn2(223161,0,0,80,1355,495,64); #air door
quest::spawn2(223204,0,0,98,1355,495,195);
quest::spawn2(223162,0,0,80,1109,495,64); #undead door
quest::spawn2(223205,0,0,98,1109,495,195);
quest::spawn2(223202,0,0,80,868,495,64); #water door
quest::spawn2(223207,0,0,98,868,495,195);
quest::spawn2(223201,0,0,80,574,495,64); #fire door
quest::spawn2(223206,0,0,98,574,495,195);
quest::spawn_condition(potimeb,10,1);
quest::depopall(223089); #clean up non-required leftovers from phase 1.
quest::depopall(223094);
quest::depopall(223095);
quest::depopall(223147);
}
else {
quest::spawn2(223157,0,0,-410,-69,348,0);; #activated save point spawn phase 4
quest::spawn2(223160,0,0,80,1645,495,64); #earth door
quest::spawn2(223203,0,0,98,1645,495,195);
quest::spawn2(223161,0,0,80,1355,495,64); #air door
quest::spawn2(223204,0,0,98,1355,495,195);
quest::spawn2(223162,0,0,80,1109,495,64); #undead door
quest::spawn2(223205,0,0,98,1109,495,195);
quest::spawn2(223202,0,0,80,868,495,64); #water door
quest::spawn2(223207,0,0,98,868,495,195);
quest::spawn2(223201,0,0,80,574,495,64); #fire door
quest::spawn2(223206,0,0,98,574,495,195);
quest::spawn2(223209,0,0,458,709,495,64); #doors
quest::spawn2(223208,0,0,458,1101,495,64);
quest::spawn2(223210,0,0,458,1502,495,64);
}
}
sub EVENT_SIGNAL {
if ($signal == 10020) {
quest::clearspawntimers();
quest::spawn_condition(potimeb,10,0); #won't force a repop without this.
quest::spawn_condition(potimeb,10,1);
quest::spawn2(223134,0,0,262,1644,493,192.5);
quest::spawn2(223118,0,0,262,1354,493,192.5);
quest::spawn2(223127,0,0,262,1109,493,192.5);
quest::spawn2(223096,0,0,262,869,493,192.5);
quest::spawn2(223146,0,0,262,574,493,192.5);
}
if ($signal == 10030) {
$IIacounter += 1;
}
if ($IIacounter == 5 ) { #phase 2 success
quest::spawn2(223154,0,0,-140,1737,547,0); #phase 3 trigger
quest::spawn_condition(potimeb,10,0); #set us to default.
quest::clearspawntimers(); # clear our timers so we spawn next time the phase occurs.
quest::stoptimer("phase2");
quest::depop();
$IIacounter = 0;
}
}
sub EVENT_TIMER {
if ($timer eq "phase2") { #event failure
quest::shout("Phase 2 failed! Time expired.");
quest::setglobal("timepokport",1,3,"M2");
quest::spawn_condition(potimeb,10,0); #set us to default.
quest::clearspawntimers(); # clear our timers so we spawn next time the phase occurs.
quest::stoptimer("phase2");
quest::signalwith(223177,666,0);
quest::depopall(223132);
quest::depopall(223136);
quest::depopall(223126);
quest::depopall(223141);
quest::depopall(223148);
quest::depopall(223153);
quest::depopall(223096);
quest::depopall(223117);
quest::depopall(223143);
quest::depopall(223114);
quest::depopall(223137);
quest::depopall(223109);
quest::depopall(223124);
quest::depopall(223146);
quest::depopall(223110);
quest::depopall(223125);
quest::depopall(223102);
quest::depopall(223133);
quest::depopall(223134);
quest::depopall(223107);
quest::depopall(223138);
quest::depopall(223127);
quest::depopall(223216);
quest::depopall(223118);
quest::depopall(223163);
quest::depop();
}
}
I am not sure if either of those is what I need to submit, but timeb was working just a little while ago for me.
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05-08-2009, 09:41 PM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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Here's what I would do, unlock the phase 1 doors, but keep the doors leading to phase 3 locked. Keep everything else the same. That way, a single player and go to the various areas of phase 1 and 2 at will, but they will still be required to complete both to move on. That's what I did when I was testing way back when I wrote that time sink pain in the ass zone.
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05-08-2009, 09:49 PM
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Dragon
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Join Date: Dec 2007
Posts: 658
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I tried to unlock the doors, but it still wouldnt let people open them. The porters work fine, but phase 2 just doesnt get triggered anymore
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05-08-2009, 09:56 PM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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They're just regular doors, if you set keyitem to 0 for all of them (there are 4 per section, so 20 total) they will just open.
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