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Quests::Q&A This is the quest support section |
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05-25-2019, 09:09 PM
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Sarnak
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Join Date: Oct 2017
Location: Washington State
Posts: 54
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Operators get me every time. I am trying to grasp them though, have cheat sheets and keep rereading website info. Thank you.
I am gonna call this script solved and it is posted below for the future folks. If anyone does come up with a better solution or wishes to expand this script to new levels PLEASE do so. I love improvements. Thank you Huppy and cConcrete! It is hard to explain how very important this subject is to me. Makes a world of difference when I play.
Code:
#//////////////////////////////////////////////////////////////////////////////
# Created on 25 May 2019
# I will not take credit for this script. I had an idea and did the typing.
# Huppy did most of the structure and graciously provided the @Swimmers data.
# cOncrete and Huppy provided advice and were my instructors. This script
# has solved an issue that has always affected my personal immersion and
# memories of EverQuest.
#
# - WarAngel
#//////////////////////////////////////////////////////////////////////////////
# All NPCs seem to default to Flymode=3.
# This script when placed in a global_npc.pl will enable the ground NPCs to
# make walking sounds while the swimmers maintain...well...swimming.
#
# If you desire to add or remove NPCs look at the "@Swimmers" and add/delete
# the desired NPC ID. Note you can do a block of IDs "####..####".
#
# Flymode=0 grounded mode
# Flymode=1 flying mode
# Flymode=2 levitating mode
# Flymode=3 in water mode
#
# /////////////////////////////////////////////////////////////////////////////
# global_npc.pl Executes once when the NPC is spawned. Lower CPU usage this way.
sub EVENT_SPAWN
{
my @Swimmers = (2005, 2151, 3001, 3002, 8000, 8012, 10028, 10146, 10167, 11073, 11074, 11075, 17025, 17026, 17034, 17052, 19000, 19001, 19047, 19118, 20086..20088, 20162, 21036, 21054, 21057, 21058, 21093, 24001, 24005..24012, 24057, 24058, 24105, 24110, 25102, 25397, 38052, 38055, 38057, 45000, 45014, 45022, 45023, 45041, 45092, 47062, 47155 ,47163, 48037..48039, 48074, 48075, 48121, 48152, 48220, 48223, 48226, 48227, 48242, 51010, 51011, 51036, 51039, 51051, 51121, 51158, 51160, 51171, 52117, 57150, 57152, 57156, 64000, 64002, 64005, 64007, 64008, 64010..64012, 64014, 64017..64019, 64020..64026, 64028, 64030, 64032, 64033, 64038, 64040, 64041, 64043, 64049, 64051, 64056, 64058, 64063, 64073..64075, 64077, 64085..64087, 64089, 64091, 64092, 64094, 64099, 64100..64103, 64105, 64106, 69021, 69054, 69065..69069, 69141, 69151, 74029, 74083, 85039, 85040, 85042, 85043, 85068, 85105, 85106, 85122, 85156, 85157, 85194, 85212, 85217, 85224, 93306, 96039, 96040, 96041..96046, 98001, 98005..98007, 98014, 98015, 98021, 98028..98032, 106006, 117021, 117024..117028, 117029, 117031, 117037, 117046, 117063, 117089..117091, 125000..125005, 125007, 125008, 125011, 125022, 125023, 125033, 125034, 125053, 125062, 125064, 125073, 125074, 154104, 156057, 156062, 156063, 156098, 156099, 160133, 160379, 166074, 166085..166088, 170109..170122, 170169, 170181, 170196, 182150, 204040, 210085, 210086, 216000..216014, 216016..216035, 216037..216043, 216045..216110, 224432, 225220, 225359, 280014, 280025, 280030..280032, 383228, 383231, 384041, 384050, 394043, 408003, 408004, 408006, 408020, 409151..409153, 409251, 414066, 414070, 414074, 414084, 414090, 422029, 422030, 422033, 422034, 422036, 422037, 422040, 422041, 422045..422047, 422049, 422051, 422052, 422053, 422056, 422058..422066, 422068..422073, 422075, 422076, 422078, 422080..422085, 422124, 423006, 423012, 423021, 423027, 423110, 423111, 423126, 423182, 423192, 423203, 423251, 423278, 423300, 423331, 423360, 423388, 423389, 427014, 427016, 427017, 427025, 427032, 427033, 427036, 427048, 427049, 456180, 456181, 456189, 457037, 457045, 457047, 468018, 468020, 480117);
# my @Flyers = (####, ####..####); # Maybe look into enabling NPC to fly?
# my @Levitators = (####, ####..####) # Maybe look into enabling NPC to levitate?
if($npc->GetNPCTypeID() !~ @Swimmers) # Need to look into comparing flyers and Levitators as well.
{
$npc->SetFlyMode(0); # 0 Enables the land mobs to make walking sounds.
}
#if($npc->GetNPCTypeID() ~~ @Flyers) # script NOT tested!!!
#{
#$npc->SetFlyMode(1);
#}
#if($npc->GetNPCTypeID() ~~ @Levitators) # script NOT tested!!!
#{
#$npc->SetFlyMode(2);
#}
if($npc->GetNPCTypeID() ~~ @Swimmers)
{
$npc->SetFlyMode(3); # Enables the swimmers to maintain their swimming.
}
}
-Eric
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05-25-2019, 09:24 PM
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Sarnak
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Join Date: Oct 2017
Location: Washington State
Posts: 54
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Some final notes before letting this post rest...
For others to find this who keyword search... Flymode walking sound swimming swim grounded levitate skipping skip x y z leash movement running combat
Flymode=0 Grounded
Flymode=1 Flying
Flymode=2 Levitating
Flymode=3 Underwater
I hope this information/post will help someone.
These observations are only while in attack mode. NOT patrolling/wandering behavior.
Nektulos = tested Guards, Piranhas
Oasis = tested both crocodile/caiman
Definition = "Skipping on z axis"...fluid move forward, drop a foot, fluid
move forward, drop a foot... movement by calculation without animation of movement from point a to b.
Guards Flymode
0 = Walking with sound. Cannot swim z axis (has swimming animation, but keeps to the floor and skips x,y axis as the computer recalculated its position)
1 = Flies, was in combat in the trees and the guard was flying with me. Does skip on the z axis to get to me, fluid movement on the x,y.
Cannot swim (again, has swimming animation, but keeps to the floor and skips x,y axis as the computer recalculated its position)
2 = Wants to levitate, but the z pathing keeps them popping back to the ground. Cannot swim (again, has swimming animation, but
keeps to the floor and skips x,y axis as the computer recalculated its position)
3 = Default setting. Walks just fine. Does not have walking sound. Can swim, not z axis though (has swimming animation,
but keeps to the floor and skips x,y axis as the computer recalculated its position)
Piranha Flymode
0 = Swims. Skipping on x,y,z axis (No fluid forward swimming/animation between movement updates). Stays in water.
1 = Swims. Skipping on z axis. Stays in water.
2 = Swims. Skipping on z axis. Stays in water.
3 = Default setting. Swims as designed. Skipping on z axis. Stays in water.
Croc Flymode
0 = Walking with sound. Cannot swim z axis (has swimming animation, but keeps to the floor and skips x,y axis as the computer recalculated its position)
1 = Flies, was in combat in the sky and the Croc was flying with me. Does skip on the z axis to get to me, fluid movement on the x,y. Cannot swim (again, has swimming animation,
but keeps to the floor and skips x,y axis as the computer recalculated its position)
2 = Wants to levitate, but the z pathing keeps them popping back to the ground. Cannot swim (again, has swimming animation,
but keeps to the floor and skips x,y axis as the computer recalculated its position)
3 = Default setting. Walks just fine. Does not have walking sound. Can swim, not z axis though (has swimming animation,
but keeps to the floor and skips x,y axis as the computer recalculated its position)
Observations...
(1) In Oasis (dunes were perfect to test with inclines) I had noticed that NPCs Flymode=3,2... would have a much more pronounced skip
in z axis when they are leashed to you via combat and chasing you around...than if they were in Flymode=0.
(2) In Flymode=1 an NPC in combat upon death would drop to the ground like a rock (makes sense).
Just a thought...Make the Griffons (or any NPC) Flymode=1 and give them waypoints in the air, and you can
actualy have a flying mob in a zone patrolling around. Not a bird that hovers just of the ground. It will still agro and come after you.
Not tested by myself yet but others have...Boats, they seem to work but I personaly have not changed their
settings to see the effect.....yet. Will necro this post when I do with observations.
-Eric
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