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Quests::Q&A This is the quest support section |
01-23-2014, 11:31 AM
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Hill Giant
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Join Date: Oct 2011
Posts: 132
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script help?
im trying to make a boss at 35% become unattackable and change it's name temporarily when it spawns some adds...here is part of the script that isn't working and I cant figure out what to use...
the commented out part is the part not working...
Code:
if($hpevent == 35)
{
#$npc->SetTargetable(false);
#$npc->Tempname("custom name here");
quest::shout("blah blah");
quest::spawn2(1241,0,0,($x + 20),$y,$z,$h);
quest::spawn2(1241,0,0,$x,($y + 20),$z,$h);
quest::spawn2(1241,0,0,($x + 20),($y + 20),$z,$h);
quest::spawn2(1241,0,0,($x + -20),$y,$z,$h);
quest::spawn2(1241,0,0,$x,($y + -20),$z,$h);
quest::spawn2(1241,0,0,($x + -20),($y + -20),$z,$h);
}
I have a signal from the adds to make the boss go back to normal....obviously not working either...
Code:
sub EVENT_SIGNAL
{
if($signal == 1234)
{
#$npc->SetTargetable(true);
#$npc->Tempname();
}
}
any suggestions would be greatly appreciated!
Thanks,
Kimura
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01-23-2014, 12:14 PM
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Hill Giant
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Join Date: Sep 2013
Posts: 118
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Quote:
Originally Posted by kimura
im trying to make a boss at 35% become unattackable and change it's name temporarily when it spawns some adds...here is part of the script that isn't working and I cant figure out what to use...
the commented out part is the part not working...
Code:
if($hpevent == 35)
{
#$npc->SetTargetable(false);
#$npc->Tempname("custom name here");
quest::shout("blah blah");
quest::spawn2(1241,0,0,($x + 20),$y,$z,$h);
quest::spawn2(1241,0,0,$x,($y + 20),$z,$h);
quest::spawn2(1241,0,0,($x + 20),($y + 20),$z,$h);
quest::spawn2(1241,0,0,($x + -20),$y,$z,$h);
quest::spawn2(1241,0,0,$x,($y + -20),$z,$h);
quest::spawn2(1241,0,0,($x + -20),($y + -20),$z,$h);
}
I have a signal from the adds to make the boss go back to normal....obviously not working either...
Code:
sub EVENT_SIGNAL
{
if($signal == 1234)
{
#$npc->SetTargetable(true);
#$npc->Tempname();
}
}
any suggestions would be greatly appreciated!
Thanks,
Kimura
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I got you.. I'll do it for you in a bit an post it here.
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01-23-2014, 12:56 PM
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Hill Giant
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Join Date: Sep 2013
Posts: 118
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K so.. what is actually going on here?
You want him untargetable for how long? until the adds are done spawning.. until players are done killing all the adds?
Also I'm not sure if SetTargetable is even a thing.. and TempName needs to have an uppercase N. Bodytype 11 is untargetable.
Code:
$npc->SetBodyType(11);
$npc->TempName("");
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01-23-2014, 01:02 PM
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Hill Giant
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Join Date: Oct 2011
Posts: 132
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I got it from here...wasn't sure of it would work though
I want the boss to change back to normal after the adds are killed
didn't notice the caps N...thanks :P
Kimura
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01-23-2014, 01:08 PM
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Hill Giant
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Join Date: Oct 2011
Posts: 132
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I should be able to do it with the suggestions you showed me..thanks I will try them soon :P
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01-23-2014, 01:39 PM
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Hill Giant
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Join Date: Oct 2011
Posts: 132
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ok, TempName works fine.
the bodytype 11 seems to make him still targetable and he just ripostes all attacks...
I want to make him untargetable and also non aggro until adds are dead...I want him to just stand where he is when it triggers...
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01-23-2014, 02:47 PM
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Hill Giant
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Join Date: Oct 2011
Posts: 132
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Is there a way to add special_abilities 24,1^35,1 and then take it away with a script? without removing the ones already assigned?
I see some for NpcSpecialAttacks, but that's old, right? it doesn't work...
I'm sure there is a simple solution for this, I just cant find it lol
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01-23-2014, 03:45 PM
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Hill Giant
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Join Date: Oct 2002
Location: Rockville, MD
Posts: 124
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Code:
quest::modifynpcstat("special_attacks","SERFTrMCNIL"); #example of course
using the table: http://www.eqemulator.net/wiki/wikka...SpecialAttacks
Generally works - u can use the A/B to make him immune to melee/magic damage. Not sure the affect of making him immune to aggro might have mid fight cant say ive ever played with it.
I have a mob in an old custom event of mine that would port to a spot, and become rooted, (quest::modifynpcstat("runspeed","0.0");, then after X adds are killed, he jumps back into the fight, again modifying the npcstats and the runspeed. Can easily use this for just about any stat, and works great on making mobs immune/vulnerable to different attacks (again using A or B) or making them get harder as a fight goes on (Timers + counters for increased stats)
__________________
Bront -Server Admin/Owner and Lead Quest Dev for Kildrukaun's Prophecy
http://kpemu.com/
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01-23-2014, 03:49 PM
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Hill Giant
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Join Date: Oct 2002
Location: Rockville, MD
Posts: 124
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I just noticed that the code was updated - Looks like table takes that into account (or db is old :P)
__________________
Bront -Server Admin/Owner and Lead Quest Dev for Kildrukaun's Prophecy
http://kpemu.com/
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01-23-2014, 03:52 PM
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Hill Giant
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Join Date: Oct 2011
Posts: 132
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the problem is when I add the letters in the npcspecialattks column, they do nothing...wasn't that disabled when they updated to special_abilities and the numbers?
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01-23-2014, 04:25 PM
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Hill Giant
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Join Date: Oct 2002
Location: Rockville, MD
Posts: 124
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yeah im looking at that now and I htink you may be right, have you tried adding the Numbers instead of the Letters?
Like i said our DB is old and hasnt been updated in about 18months (too custom now to update lol).
__________________
Bront -Server Admin/Owner and Lead Quest Dev for Kildrukaun's Prophecy
http://kpemu.com/
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01-23-2014, 04:37 PM
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Hill Giant
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Join Date: Oct 2011
Posts: 132
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My db has both columns npcspecialattks and special_abilities
putting the numbers in the special_abilities column works, but I don't think there is a function or object that will put that in the special_abilities column from a script? or at least I am not aware of it at this time...
still researching lol
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01-23-2014, 05:48 PM
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Hill Giant
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Join Date: Jul 2012
Posts: 212
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$npc -> NPCSpecialAttacks("values here", 0);
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01-23-2014, 05:58 PM
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Hill Giant
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Join Date: Oct 2011
Posts: 132
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I have tried that one...doesn't work with the new special_abilities column :(
as far as I can tell anyway.
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01-23-2014, 08:05 PM
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Hill Giant
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Join Date: Jul 2012
Posts: 212
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Ah, sorry. I'm still using the NPCSpecialAttacks -- have an important project and don't want to change code bases.
Will $npc -> SetSpecialAbility(24,1) work? (to make mob immune from aggro)
Values are in common.h
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