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Quests::Q&A This is the quest support section |

11-23-2004, 04:34 AM
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Banned
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Join Date: Nov 2004
Location: Lake Isabella
Posts: 90
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Scion Request
Ok for the scions is there a way to get them to teleport using the spire to teleport every so minutes instead of talking to an NPC....If you havnt noticed already im an Origonal and it doesnt seem all that fun when you can use the cheat codes.
Is there a quest code that does it and if not could anyone write it cause i completely suck at quests......
thanks
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11-24-2004, 12:54 PM
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Discordant
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Join Date: Feb 2003
Location: Wish I knew.
Posts: 251
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*shrug* Im not really in the mood to attempt it, but it wouldnt be that hard, something to do with event timers, etc.
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11-24-2004, 04:04 PM
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Banned
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Join Date: Oct 2003
Location: Mattmecks Basement
Posts: 546
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i once stepped on a mouse
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11-24-2004, 06:07 PM
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Demi-God
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Join Date: Jun 2004
Location: Heaven.
Posts: 1,260
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Just use an event timer set on event spawn with invis man npc and use the journey luclin (AE) spell
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namespace retval { template <class T> class ReturnValueGen { private: T x; public: ReturnValueGen() { x = 0; }; T& Generator() { return x; }; }; } int main() { retval::ReturnValueGen<int> retvalue; return retvalue.Generator(); }
C++ is wonderful.
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11-24-2004, 06:38 PM
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Join Date: Oct 2003
Location: Mattmecks Basement
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unfortunately cisyouc, I dont think AE wide spells like that work in eqemu with perl. May work though so give it a shot... and if it does, I will steal your ideas Nick hehe :p
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11-25-2004, 04:28 AM
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Join Date: Jun 2003
Location: England
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If we read the question more carefully, he asks if it would be possible to actually make the spires go - with the little glowy bubbles round the platform.
If AE Spells work, then this would be the best way possible:
sub EVENT_SPAWN{
quest::castspell($mobid, *any invisible spell*);
quest::settimer(1,900);
}
sub EVENT_TIMER{
quest::castspell($mobid, *any invisible spell*);
quest::me("The Nexus Spires begins to cast a spell.");
quest::castspell($mobid, *Translocate to ______ spell*);
}
Not too sure if thats correct, it's been a while since I last did a quest, but I need to get back into the swing of things .. good luck! Just point out anything I may have missed, I need to kick start my 'I'm the best! quest writer' mode again .. 
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;o)
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11-26-2004, 03:10 AM
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Demi-God
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Join Date: May 2004
Posts: 1,177
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actually teleport npcs dont work period. (using the spells)
because the teleport (translocate etc) spells are flagged beneficial in the spells.txt and the emulator REFUSES to let a npc cast this on a player and vice versa. you get the spell effects but nothing happens.
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11-26-2004, 03:45 AM
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Demi-God
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Join Date: Jun 2004
Location: Heaven.
Posts: 1,260
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Don't cast it on a player. Cast it on the npc. If its an AE....?
__________________
namespace retval { template <class T> class ReturnValueGen { private: T x; public: ReturnValueGen() { x = 0; }; T& Generator() { return x; }; }; } int main() { retval::ReturnValueGen<int> retvalue; return retvalue.Generator(); }
C++ is wonderful.
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11-26-2004, 12:51 PM
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Join Date: Feb 2003
Location: Wish I knew.
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What about having an NPC there, then when hailed he spawns another NPC thats invis, then when that NPC spawns hes on the timer.
Once timer runs out, do it like a normal buff type NPC.
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11-26-2004, 04:04 PM
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Sarnak
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Join Date: Jul 2002
Posts: 71
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Well the way they worked in EQLive was there was acctually an invis npc at each spire named "Nexus Scion" that would cast the AE Translocate spell.
Im not sure but wouldnt it be possible to use an event timer , say 15min as in EQLive , and if the PC is in the right area at that time the PC casts the spell themselves.
I know with soulbinders you have to use selfcast.
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11-27-2004, 08:33 AM
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Join Date: Jun 2003
Location: England
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Anyone able to confirm 100% that AE Spells don't work, even if the NPC casts it on itself?
Use that one I posted above, just change it so it's the actual spell numbers, no *any invisi spell* etc. :P
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;o)
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11-27-2004, 09:58 AM
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Demi-God
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Join Date: Jun 2004
Location: Heaven.
Posts: 1,260
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geez guys you dont need invis spells there is an invis man race Use bodytype 11 and hes untargetable too.
__________________
namespace retval { template <class T> class ReturnValueGen { private: T x; public: ReturnValueGen() { x = 0; }; T& Generator() { return x; }; }; } int main() { retval::ReturnValueGen<int> retvalue; return retvalue.Generator(); }
C++ is wonderful.
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11-27-2004, 11:57 AM
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Demi-God
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Join Date: May 2004
Posts: 1,177
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Regardless. all the Teleportation spells are marked as beneficial. So when they hit the player they wont affect them. I have brought this up numerous times to numerous people nobody wants to fix it. It affects all the cancel magic line, many knockback spells, etc. They are marked as beneficial and when cast by a npc wont affect a player.
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11-27-2004, 03:06 PM
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Discordant
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Join Date: Feb 2003
Location: Wish I knew.
Posts: 251
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*shrug* Thats annoying.
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<Richardo> the rule my pants!
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11-28-2004, 11:19 AM
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Banned
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Join Date: Oct 2003
Location: Mattmecks Basement
Posts: 546
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Quote:
Originally Posted by sotonin
actually teleport npcs dont work period. (using the spells)
because the teleport (translocate etc) spells are flagged beneficial in the spells.txt and the emulator REFUSES to let a npc cast this on a player and vice versa. you get the spell effects but nothing happens.
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Ehh, if you use selfcast(), it is a ghetto way to make it work hehe but no AE...
sub EVENT SAY
{
if$text=~/Hail/ {
quest::selfcast(spellid);
}
but I think this code wouldnt be good for scion, because it makes the (client) cast the spell instantly. Not client(s) in area :(
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