Search found 129 matches

by bluesolarflare
Wed Dec 05, 2018 8:15 pm
Forum: Contributing
Topic: geo indi spell info
Replies: 4
Views: 7884

Re: geo indi spell info

How would one go about implementing these buff ids in the core?
by bluesolarflare
Thu Mar 29, 2018 5:02 pm
Forum: Scripting
Topic: CSIDs
Replies: 5
Views: 3796

Re: CSIDs

There is a program that was posted by someone here on the forum called AutoEventID. It gives you an excel list of the NPC list path and event ID .DAT files. You simply open up the input text file and enter in the correct parameters, save, then run the javascript file and it will output a file for th...
by bluesolarflare
Sun Mar 18, 2018 11:23 pm
Forum: Scripting
Topic: A working trust npc Darkstar branch
Replies: 6
Views: 4833

Re: A working trust npc Darkstar branch

The reason why that fork crashes is because the code was was taken from my own github for my own server (Cleopatra) that has Trusts that I have been working on for almost years and I have a TON of modifications. Most likely the person copied stuff but missed some important pieces. My server does cra...
by bluesolarflare
Mon Mar 12, 2018 3:06 pm
Forum: Scripting
Topic: Create a New NPC
Replies: 14
Views: 12021

Re: Create a New NPC

I have an excel sheet that I created that automatically converts model ID's for each slot that I input (face model, race, armor slots) and then combines it into the "look" string automatically. I will convert it over to a google doc and then post the link when I get a bit of time.
by bluesolarflare
Mon Mar 12, 2018 2:58 pm
Forum: Scripting
Topic: Stop Mob Regen when roaming
Replies: 3
Views: 2743

Re: Stop Mob Regen when roaming

I believe what you are looking for is in mob_controller.cpp There is a section for resting that states 10% recovered (line 723) I believe you can adjust that to your liking or remove the if statement completely to remove mobs resting, but that is global. If you logout or no one is in the zone, there...
by bluesolarflare
Wed Feb 14, 2018 4:11 am
Forum: Scripting
Topic: Mob behavior when no one is in the zone
Replies: 3
Views: 2639

Re: Mob behavior when no one is in the zone

Is there a way to prevent this from occuring in a specific zone? Looking into campaign like battles where fights can continue and have an outcome while no one is in the zone. Edit: Nevermind figured it out. I added the "&& m_zoneID != 95" part in the code in zone.cpp to not "freeze" the timer in Wes...
by bluesolarflare
Tue Feb 13, 2018 7:56 pm
Forum: Scripting
Topic: Mob behavior when no one is in the zone
Replies: 3
Views: 2639

Mob behavior when no one is in the zone

Quick question,

When a player is not in the zone, do mobs despawn or stop roaming? I have a time based script that functions based on mob roaming behavior but I notice that if no one is in the zone, the behavior doesn't log (I have the LUA print code to the console).
by bluesolarflare
Mon Feb 05, 2018 10:18 am
Forum: Scripting
Topic: Stop Mob Regen when roaming
Replies: 3
Views: 2743

Re: Stop Mob Regen when roaming

Nvm figured it out by making a custom status effect with the no rest effect flag.
by bluesolarflare
Sun Feb 04, 2018 12:44 am
Forum: Scripting
Topic: Stop Mob Regen when roaming
Replies: 3
Views: 2743

Stop Mob Regen when roaming

Is there a way to stop a specific mob from regening health when roaming. For instance when players fight an NM, and they die or it goes unclaimed, it can roam but doesn't regen HP so that if it is fought again, it starts off where the HP left off?
by bluesolarflare
Thu Dec 28, 2017 1:51 pm
Forum: Scripting
Topic: fellow npc - pet or trust
Replies: 18
Views: 19237

Re: fellow npc - pet or trust

There's some code for instancing allies but right now isn't set up to be usable outside of battlefields in the project. Some servers have fakes npc helpers by using modified pet objects and tacking on and adding to the AI of existing pet types. This is exactly what my server uses for Trusts and it ...