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[2.0] Queen's Colony | Tradeskiller's Workshop
Posted: Thu Jan 14, 2021 10:11 am
by Rylec
- Current lead for the zone | Queen's Colony | Tradeskiller's Workshop
There is a status for each topic in the respective posts where things that needs attention is listed. Feel free to look at any of those. If you are new to LUA/EQ2 EMU please consult with Rylec, Prem or Neatz before making major changes. Good practise would be to respond to this thread with the issue you wish to work with and with any solutions you have to the issue before changing a lot of things.
To get involved please contact the current content lead developer for this zone and ask what is needed. If no one is currently lead you can contact
@neatz09,
@Cynnar,
@premierio015 or
@Rylec.
You can also check the links to helpful guides for inspiration. If you are new to coding or have limited experience each task has a rating to help you understand the complexity of the task. Green tasks are for absolute beginners while advanced tasks in general are for people with a bit more LUA scripting experience. However, even people with no previous coding experience will be able to learn to help with any of the content tasks.
Welcome to the content team!
Re: [2.0] Queen's Colony | Tradeskiller's Workshop
Posted: Thu Jan 14, 2021 10:13 am
by Rylec
Q: NPC added with correct location and heading or has correct path (plus variation paths)
D: NPC has correct size, looks, attire and title (if relevant)
E: All dialogue options, voice overs, emotes and animations implemented (none quest related and if relevant)
V: All functionality (mender, merchant, etc.) implemented and correct (if relevant)
A: NPC is like Live and is QA approved
- Done
- Needs work
- Not started
- N | A | D | V | A
- |||| 1. Newman Hines
1. Newman Hines: First time you hail him he will give you a recipe book, and also has some say just for this. This is currently missing.
Re: [2.0] Queen's Colony | Tradeskiller's Workshop
Posted: Thu Jan 14, 2021 10:15 am
by Rylec
M: Object has correct model type and size
L: Object has correct location, heading, pitch and roll
V: Object has correct visual and emote (if relevant)
S: Object has functional script (if relevant)
A: Object is like Live and is QA approved
- Done
- Needs work
- Not started
- M | L | V | S | A
- |||| 1. Chemistry Table (x3)
- |||| 2. Engraved Desk (x3)
- |||| 3. Forge (x6)
- |||| 4. Sewing Table & Mannequin (x3)
- |||| 5. Stove & Keg (x3)
- |||| 6. Woodworking Table (x3)
- |||| 7. Work Bench (x3)
1-7: Opens crafting window when clicked but have not attempted crafting yet. Should work properly.
Re: [2.0] Queen's Colony | Tradeskiller's Workshop
Posted: Thu Jan 14, 2021 10:17 am
by Rylec
M: Widget has correct model type and size
L: Widget has correct location and heading
O: Widget opens correctly (if relevant (e.g. door))
S: Widget has functional script (if relevant) or works correctly
A: Widget is like Live and is QA approved
- Done
- Needs work
- Not started
- M | L | O | S | A
- |||| 1. To Queen's Colony
- |||| 2. Door (x6)
1. To Queen's Colony: Is a sign in the DB
2. Door (x6): On Live door opens when you are within proximity (you don't need to click). On the EMU you have to click like in the old days.
Re: [2.0] Queen's Colony | Tradeskiller's Workshop
Posted: Thu Jan 14, 2021 10:18 am
by Rylec
Reserved