Consolidated LUA Requests
Posted: 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
Thanks,
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"
- Is this functional yet? I have no time for code diving or guess-testing to find out.
- 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_spawnstrike 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.
- 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.
- 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.
- 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.
- 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)
- 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.
- 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)?
- 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.
Thanks,