can someone script ground tombs in

tazm
Posts: 38
Joined: Fri Jun 28, 2013 12:40 am

can someone script ground tombs in

Post by tazm » Thu Aug 08, 2013 5:28 pm

dont know if it would be hard but ground tombs would be sweet or even field manuals in all underground places

altalus
Posts: 136
Joined: Wed Nov 14, 2012 8:31 pm
Location: Montreal Qc, CAN

Re: can someone script ground tombs in

Post by altalus » Mon Jan 20, 2014 1:48 pm

Sorry for necro posting but...

It is not hard. It takes lots of time. This summer I had access to retail and lot's of time and I was able to add a bunch of them but I faced a few problems:

- I was the only one working on it :P
- Some mobs had not been placed in their own mob group so I had to modify quite a few entries in the SQL.
- I need to have the POS of ALL the grounds tome in a zone to be able to place them in the NPC_list.sql. This took a lot of time (and I was parsing the zone).
- You need to write a LOT of lua files for the mobs, that's the easy part.
- Not wanting to break fielsdsofvalor.lua I copied the logic and created a new groundsofvalor.lua and you need to write all the regime id/kills for that page. Easy, but takes time.
- You need to test each pages one by one to make sure all is working.
- I never found how to only show the correct amount of pages when you talk to the grounds tome. Some GoV has 3 pages, other 7... and there's a total of 10 pages showing by default.

I am ready to revive the project and create a branch to work on it if I have volunteers to help :)

Altreer
Posts: 15
Joined: Wed Nov 06, 2013 7:27 am

Re: can someone script ground tombs in

Post by Altreer » Mon Jan 20, 2014 5:20 pm

I would be happy to assist you, since I would likewise see grounds of valor implemented. Just tell me what you need me to work on and I'll help out.

altalus
Posts: 136
Joined: Wed Nov 14, 2012 8:31 pm
Location: Montreal Qc, CAN

Re: can someone script ground tombs in

Post by altalus » Tue Jan 21, 2014 3:47 pm

Ok, I'll try to find my old code and I'll create a branch to work on it. Once the branch is created I'll give it to ppl here and we can work on this :)

I love git, don't you ? ;-)

altalus
Posts: 136
Joined: Wed Nov 14, 2012 8:31 pm
Location: Montreal Qc, CAN

Re: can someone script ground tombs in

Post by altalus » Fri Jan 24, 2014 11:41 am

BTW I did not forget you all. I created a new branch and I am committing old code in right now. As soon as all the files are in, we will need to check the npc_list.sql and mob_something_I-have_to_check_which_one.sql to make it happens :P

gedads
Developer
Posts: 171
Joined: Fri Jan 04, 2013 7:48 pm

Re: can someone script ground tombs in

Post by gedads » Fri Jan 24, 2014 2:28 pm

Most ground's tome should be in npc_list already, if a few are still missing, tell me which one i'll try to get the remaining ones.

altalus
Posts: 136
Joined: Wed Nov 14, 2012 8:31 pm
Location: Montreal Qc, CAN

Re: can someone script ground tombs in

Post by altalus » Fri Jan 24, 2014 2:38 pm

Good to know...

But there seems to have some errors in the DB :)

Code: Select all

npcid	name	pos_rot	pos_x	pos_y	pos_z	flag	speed	speedsub	animation	animationsub	namevis	status	unknown	look	name_prefix	zoneid
496	Groundstome	149	336.884	8.421	-674.876	35	50	50	0	8	32	0	3	\0\0�\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0	0	153
497	Groundstome	181	73.088	8.104	144.817	28	50	50	0	8	32	0	3	\0\0�\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0	0	153
498	Groundstome	130	-22.655	-19.768	-158.717	13	50	50	0	8	32	0	3	\0\0�\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0	0	153
499	Groundstome	128	-184.938	8.023	-7.066	1	50	50	0	8	32	0	3	\0\0�\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0	0	153
385	Groudstome	123	16.856	-48.000	-41.302	20	50	50	0	8	32	0	3	\0\0�\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0	0	157
386	Groudstome	129	16.367	-76.125	-40.372	8	50	50	0	8	32	0	3	\0\0�\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0	0	157
387	Groudstome	154	-491.117	-105.999	90.364	1	50	50	0	8	32	0	3	\0\0�\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0	0	157
388	Groudstome	127	-495.262	-128.000	-37.750	26	50	50	0	8	32	0	3	\0\0�\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0	0	157
174	Groudstome	10	-344.454	-144.003	75.322	1	50	50	0	8	32	0	3	\0\0�\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0	0	158
175	Groudstome	229	272.758	19.024	29.514	1	50	50	0	8	32	0	3	\0\0�\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0	0	158
176	Groudstome	155	-358.745	-175.455	-44.257	1	50	50	0	8	32	0	3	\0\0�\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0	0	158
521	Grounds_Tome	192	197.657	0.001	23.259	1	40	40	0	8	32	0	3	\0\0�\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0	0	159
522	Grounds_Tome	61	-78.932	-7.999	57.224	1	40	40	0	8	32	0	3	\0\0�\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0	0	159
523	Grounds_Tome	4	223.304	-8.000	282.429	1	40	40	0	8	32	0	3	\0\0�\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0	0	159
525	Grounds_Tome	192	-69.000	-9.000	-97.000	1	40	40	0	8	32	0	3	\0\0�\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0	0	159
513	Grounds_Tome	114	-22.531	15.164	-12.899	19	40	40	0	8	32	0	3	\0\0�\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0	0	160
514	Grounds_Tome	114	-22.381	35.108	-54.086	7	40	40	0	8	32	0	3	\0\0�\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0	0	160
220	Grounds_Tome	128	-147.397	3.595	-278.221	1	50	50	0	8	32	0	3	\0\0�\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0	0	166
221	Grounds_Tome	192	280.874	-66.553	263.703	1	50	50	0	8	32	0	3	\0\0�\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0	0	166
222	Grounds_Tome	0	-55.851	-6.072	-62.168	1	50	50	0	8	32	0	3	\0\0�\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0	0	166
327	Grounds_Tome	128	-27.954	0.199	25.377	1	50	50	0	8	0	0	3	\0\0�\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0	0	167
328	Grounds_Tome	227	-59.703	-0.033	-256.162	23	50	50	0	8	0	0	3	\0\0�\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0	0	167
329	Grounds_Tome	192	-156.500	15.999	-216.500	17	50	50	0	8	0	0	3	\0\0�\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0	0	167
I will then start loading the NPCs. Only need to find how to get the ID from DB to lua :P

gedads
Developer
Posts: 171
Joined: Fri Jan 04, 2013 7:48 pm

Re: can someone script ground tombs in

Post by gedads » Mon Jan 27, 2014 9:45 am

all names should be changed to grounds_tome now. to get the id, polutils can help you i think

altalus
Posts: 136
Joined: Wed Nov 14, 2012 8:31 pm
Location: Montreal Qc, CAN

Re: can someone script ground tombs in

Post by altalus » Mon Jan 27, 2014 10:46 am

I know the devs changed the way the NPCs are coded in the DB from the old long id to this new small id. In the lua I still need to spawn using the old long id right ?

bluekirby0
Developer
Posts: 707
Joined: Sun Jul 22, 2012 12:11 am

Re: can someone script ground tombs in

Post by bluekirby0 » Tue Jan 28, 2014 1:52 pm

I couldn't tell you what it is offhand but there is a static number you can add to a short id to get a long and vice-versa

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