VoidWatch

shadowuz
Posts: 26
Joined: Mon May 18, 2015 9:46 am

Re: VoidWatch

Post by shadowuz » Sat Sep 19, 2015 1:54 am

kjLotus wrote:

Code: Select all

player:startEvent(6000, CRIMSON_STRATUM_ABYSSITE_IV, VOIDSTONE_TEMP);
probably one of the other 6 params
not sure what you mean by params as i'm still learning i redid script changing the voidstone part,

Code: Select all

-----------------------------------
-- Zone: KRT
--  NPC: ??? (Planar Rift)
-- Spawns  Hahava (???)
-----------------------------------
require("scripts/globals/status");
require("scripts/globals/keyitems");
-----------------------------------
-- onTrigger Action
-----------------------------------

function onTrigger(player,npc)
    if (GetMobAction(17555903) == ACTION_NONE) then
        -- NM not already spawned from this, so checking KI
        if (player:hasKeyItem(CRIMSON_STRATUM_ABYSSITE_IV) and player:hasKeyItem(VOIDSTONE1)) then
            -- Ask if player wants to use KIs
            player:startEvent(6000, CRIMSON_STRATUM_ABYSSITE_IV, VOIDSTONE1);
        else
            -- Do not ask, because player is missing at least 1.
            player:startEvent(6001, CRIMSON_STRATUM_ABYSSITE_IV, VOIDSTONE1);
        end
    end
end;

-----------------------------------
-- onEventUpdate
-----------------------------------

function onEventUpdate(player,csid,option)
    -- printf("CSID2: %u",csid);
    -- printf("RESULT2: %u",option);
end;

-----------------------------------
-- onEventFinish
-----------------------------------

function onEventFinish(player,csid,option)
    -- printf("CSID: %u",csid);
    -- printf("RESULT: %u",option);
    if (csid == 6000 and option == 1) then
        -- Spawn NM, Despawn after inactive for 3 minutes (pt has to reclaim within 3 mins of a wipe)
        SpawnMob(17555903, 180):updateEnmity(player);
        player:delKeyItem(VOIDSTONE1);
         
      end 
   end;   
   
   

User avatar
kjLotus
Special Guest
Posts: 1813
Joined: Sun Jul 22, 2012 2:16 pm

Re: VoidWatch

Post by kjLotus » Sat Sep 19, 2015 2:02 am

shadowuz wrote:not sure what you mean by params as i'm still learning i redid script changing the voidstone part,
startEvent has 9 parameters: event ID and 8 event parameters - you only used two event parameters, so there are 6 more that you haven't used

player:startEvent(eventid, param1, param2, param3, param4... etc)

shadowuz
Posts: 26
Joined: Mon May 18, 2015 9:46 am

Re: VoidWatch

Post by shadowuz » Sat Sep 19, 2015 2:18 am

kjLotus wrote:
shadowuz wrote:not sure what you mean by params as i'm still learning i redid script changing the voidstone part,
startEvent has 9 parameters: event ID and 8 event parameters - you only used two event parameters, so there are 6 more that you haven't used

player:startEvent(eventid, param1, param2, param3, param4... etc)

how do i go about finding param 1-4, also ty for all the help

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kjLotus
Special Guest
Posts: 1813
Joined: Sun Jul 22, 2012 2:16 pm

Re: VoidWatch

Post by kjLotus » Sat Sep 19, 2015 2:21 am

you just have to guess really, or use a packet capper and do the event on retail

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TeoTwawki
Developer
Posts: 527
Joined: Mon Jul 15, 2013 9:50 pm

Re: VoidWatch

Post by TeoTwawki » Fri Sep 25, 2015 7:52 pm

Also of note: often 1 parameter will be a big old bitmask of multiple things. Or have its bytes split to cover 2 numbers or objects.

In this case, I am familiar with the one you are using, and I can tell neither of those things you passed to the event are how it is used at all.

I helped the Legion server set up their version of Voidwatch (nawt retail :( ...a few NPC's gave me parameter-related-grief so I made no pull request before they started custom'ing the bajeezis out of it).

Just start from zero and count up on that first parameter and you'll understand that event real fast.
player:startEvent(6000, 0);
player:startEvent(6000, 1);
player:startEvent(6000, 2);
player:startEvent(6000, 3);
player:startEvent(6000, 4);
player:startEvent(6000, 5);
player:startEvent(6000, 6);
player:startEvent(6000, 7);
etc.
Hi, I run The Demiurge server.


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tabitaru
Posts: 99
Joined: Sun Apr 12, 2015 4:49 am

Re: VoidWatch

Post by tabitaru » Mon Oct 05, 2015 2:27 am

!

shadowuz
Posts: 26
Joined: Mon May 18, 2015 9:46 am

Re: VoidWatch

Post by shadowuz » Thu Oct 22, 2015 4:02 pm

i gotten voidwatch almost fully retail, haven't fully did the atma part yet (not sure the plans on it)
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[imghttp://i1030.photobucket.com/albums/y370/raidenz76/img_20151022_150516_zpsnya2b4ps.png][/img]
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three things idk how to add/remove yet is :
1. the voidstone resonates with the . (don't know how to remove it) don't remember it being in retail
2. the status effect during fight (don't know how to add this yet) or if its possible
3. the weaponskill/magic weakness triggers (not sure how to or if it can be done yet)

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