Consolidated LUA Requests

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John Adams
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Consolidated LUA Requests

Post by John Adams » Sun Feb 01, 2009 2:18 pm

The other thread got clogged with chatter, so I thought I'd consolidate a list of LUA features we're still in need of. Dire or otherwise. Scatman has been bold enough to begin adding LUA to the core server, and for that we are most thankful! From the LUA Function Request thread, here are the remaining open requests:


Area Discovery/Location function
  • The ability to enter an area and have one of two things happen; either the user has never been there, and received "discovery" experience, or they have been there, and see the popup message on their UI that they are in "Area_XYZ"
"SpellHeal(Target, Caster, amount) - not functional yet, but here as a heads up"
  • Is this functional yet? I have no time for code diving or guess-testing to find out.
Some twisted, convoluted JA request that likely made no sense
  • In general, this is a LUA function to work similar to the Cleric on the noob islands, where you train one NPC to another, but in this case, the trained NPC gets killed, depop and repops as a ground_spawn strike that, respawns as an Object, which I believe the player either loots or just gets a quest step ding. It's been a while since I did that quest, but it's in Timorous.
Remove Item from Inventory
  • Scat, I think we have this, but can you verify? I do not see a simple RemoveItem() function. This is to remove items you collected during a quest that you "hand in" and the hand-in portion of the quest removes those items from the player inventory.
Quest spawns item (similar to the Spawn-to-Item?)
  • This is a variation on the Timorous quest to turn a slain NPC into a ground_spawn. In this case, you are clicking the planter box and spawning a spawn_id that is not targetable. See the video attached to the original post.
Interruptable PlayFlavors
  • I have noticed on Live that not all voiceovers are interruptable, so this may be moot... but there are quite a few that as we fly through dialogs, the previous voiceover is muted and the new one begins. I am not 100% certain of this, but I think if it is a 'dialog' it gets muted if you start a new one, but if it's just a 'conversation' (hail response only), they will overlay each other.
"Magic Doors"
  • We might be able to do this already, but I haven't studied how. When I get within 5' of a door, I'd like it's spawnscript to swing it to it's open position for the duration, then close and not re-open until the player re-enters the InRange proximity or clicks the door normally. Or, another player wanders into the 5' radius. (goodie tradeskill instances)
On-Movement detection, offer quest.
  • This could be tied to the Location/Discovery concept above. When a player enters a specific x,y,z area, offer a quest. We could then set a proximity on all newbie starting coords to offer "The Great Challenge" or any customized quest we desire.

    Also in this same post, asking for a Quest Expires option for quests like races and such.
Multiple success locations for AddQuestStepLocation()
  • Scat, sorry again, but did you fix or add a function to allow us to set as many locations as we want for satisfying a single quest step (ie., any location will do, not just the first one)?
Random Aggro / Aggro Radius (proximity?)
  • I think we can fake random aggro by using timers in the spawn function to find the nearest spawn_id and attack it every 60 seconds or so. Correct me if I am wrong.

    And aggro radius needs to be a setting stored in the spawn_npcs table (or zonespawnentry per spawn_id), and can be overridden via LUA for the optimum configurability.
This is the contents of the original request thread. I think we have other requests scattered throughout the forums, so if anyone finds a LUA Request that has yet to be fulfilled, please post a link to it in this thread.

Thanks,
John Adams
EQ2Emulator - Project Ghost
"Everything should work now, except the stuff that doesn't" ~Xinux

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Re: Consolirated LUA Requests

Post by Scatman » Sun Feb 01, 2009 2:34 pm

I have modified AddQuestStepLocation to take as many locations as you want. Just keep appending x,y,z's to the end. It'll update the step once any of those locations have been stepped over and within the radius specified.

I was working on RemoveItem but for whatever reason it wasn't saving to the database, and then I got caught up on something else so I have to go back and do that.

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