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General::General Discussion General discussion about EverQuest(tm), EQEMu, and related topics. Do not post support topics here. |

05-04-2015, 11:35 PM
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Demi-God
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Join Date: Nov 2007
Posts: 2,175
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My source is months older.
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05-05-2015, 03:14 PM
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Hill Giant
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Join Date: May 2003
Location: Tacoma, WA
Posts: 229
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Since most of not all of the day/night spawns do not work correctly with the source from 2015-02-13, can someone go through the steps (in detail please), to correct this issue? I've tried tinkering with some of the values in the spawn_events table, but they change to something different after the change is made and the table is refreshed.
What steps need to be done to make the day/night stuff work correctly if it does not work correctly with a newly loaded database from the source?
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05-05-2015, 03:25 PM
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Demi-God
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Join Date: Nov 2007
Posts: 2,175
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I am just curious. Your NPC's are responding to hails correct?
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05-05-2015, 03:37 PM
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Hill Giant
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Join Date: May 2003
Location: Tacoma, WA
Posts: 229
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If you mean normal NPCs, such as those in towns or pok, yes. Normal npc's work normally.
If you are referring to those in the lake rathe gnoll camp, I cannot hail them because they don't spawn, day or night...
Neither does pyzgin in qeynos hills...
Kithicor only has the high level undead in it, all the time, day and night.
yes I have waited through several spawn cycles on each...
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05-05-2015, 03:45 PM
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Demi-God
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Join Date: Nov 2007
Posts: 2,175
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What I am asking is if NPC's respond to hails, trying to figure out of your Perl and LUA are working.
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05-05-2015, 04:45 PM
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Hill Giant
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Join Date: May 2003
Location: Tacoma, WA
Posts: 229
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perl and lua are both working. I have run several quests, some which use perl and others which use lua. Monk sash quests for instance use lua, while my custom buffbots in the guild lobby use perl.
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05-05-2015, 05:10 PM
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Demi-God
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Join Date: Nov 2007
Posts: 2,175
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I am curious, do you have your /quests/global folder there?
I would toy around with the day / night script and maybe have it do a shout in the zone whenever it switches cycles, you have to narrow this down further.
Code:
# This workarounds the problem when booted zone is already in-sync with spawn_events, and since no time updates occur the spawn_condition is defaulted to 0.
sub EVENT_SPAWN
{
EVENT_CYCLE();
quest::settimer(1,20);
}
sub EVENT_TIMER
{
EVENT_CYCLE();
quest::stoptimer(1);
}
sub EVENT_CYCLE
{
# We assume 1 is night/Zephyl, and 2 is day/Hasten
if($zonesn eq 'commons' || $zonesn eq 'everfrost' || $zonesn eq 'kithicor' || $zonesn eq 'lakerathe' || $zonesn eq 'lfaydark' || $zonesn eq 'northkarana' || $zonesn eq 'qey2hh1' || $zonesn eq 'rathemtn' || $zonesn eq 'riwwi' || $zonesn eq 'southkarana' || $zonesn eq 'eastwastes')
{
if ($zonetime < 600 || $zonetime > 1999)
{
quest::spawn_condition($zonesn, 2,0);
quest::spawn_condition($zonesn, 1,1);
}
else
{
quest::spawn_condition($zonesn, 2,1);
quest::spawn_condition($zonesn, 1,0);
}
}
# Naxot
if($zonesn eq 'burningwood')
{
if ($zonetime < 100 || $zonetime > 1299)
{
quest::spawn_condition($zonesn, 2,0);
}
else
{
quest::spawn_condition($zonesn, 2,1);
}
}
# Gronk 1 Ryn 2
if($zonesn eq 'oggok')
{
if ($zonetime < 800 || $zonetime > 1199)
{
quest::spawn_condition($zonesn, 2,0);
quest::spawn_condition($zonesn, 1,1);
}
else
{
quest::spawn_condition($zonesn, 2,1);
quest::spawn_condition($zonesn, 1,0);
}
}
}
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