Cavernous Maws
Posted: Sun Jul 29, 2012 11:05 pm
Another "it works but" project from me.
The attached patch does the following:
- Adds .LUA scripts for all WotG cavernous maws, based on some old PXI scripts I had around.
- Corrects a few NPC IDs, so that the maws appear in their cutscenes and have the right name.
- Adds character variables for unlocked maws, mirroring retail where you have to run around and activate them. Seems like doing something with binary might be more efficient though, like the way jobs are handled.
- Grants the Pure White Feather key item, and checks it when appropriate.
- Grants access to the Cavernous maw when it's examined the first time, from the past. Retail may require you to actually pass through the maw, but I can't remember for certain and just went with how PXI handled it.
...but, they do not:
- Record WotG mission progression. I didn't want to force anyone to use a mission tracking method they didn't like.
- Have guaranteed accurate positions, and setPos values. PXI had 5 maws scripted, I'm not certain if they're right, and I made up the rest of the setPos values. Some maws were missing from npc_list, so I fudged their location using the corresponding past/present maw.
- Have a message if you lack clearance (but does retail? I forget.)
- Populate the zones. They're pretty much empty, and therefore boring.
- Handle the gates between maws. A lot of them are closed, and can't be circumvented without @wallhack.
- Replace npcs that currently have incorrect IDs. In those zones, the maw will have an incorrect name when targeted, and may be missing during the teleport cutscene. You can resolve these issues manually using POLUtils and a lot of NPC deleting. Issues will tentatively be in Pashhow Marshlands [S], Jugner Forest [S], Sauromugue Champaign [S], Meriphataud Mountains [S], and West Sarutabaruta [S].
This means:
- You may have to re-claim all maws again if someone changes how they're stored in the future.
- You may have some issues if/when WotG is actually scripted, since you have your keyitem, but you don't have the accompanying mission progression. A nice scripter could work around it, but I can't guarantee they will.
- Your players may not be able to access all maws due to gates blocking their path.
To add this to your server, update to the latest SVN data. Navigate to c:\dsp, right click, and select "Apply Patch" under TortoiseSVN. Select the patch, and let TortoiseSVN think about it. Click "Patch All Items." Once the patching is complete, you'll have to load npc_list.sql again, and start your game_server after that's been done.
I may make minor changes to this if anyone offers suggestions/bugs, but I've taken it about as far as I intended to. The patch was built from r1578.
If anyone wants to pick this up and provide a fixed version that addresses the flaws I left, then be my guest.
Version history:
v1 - Built from 1564, npc_list.sql actually wouldn't import due to npcid conflicts
v1.1 - Reverted multiple npcids. This means that the maws in some zones will have an incorrect name when targeted, and will not appear in their cutscenes.
The attached patch does the following:
- Adds .LUA scripts for all WotG cavernous maws, based on some old PXI scripts I had around.
- Corrects a few NPC IDs, so that the maws appear in their cutscenes and have the right name.
- Adds character variables for unlocked maws, mirroring retail where you have to run around and activate them. Seems like doing something with binary might be more efficient though, like the way jobs are handled.
- Grants the Pure White Feather key item, and checks it when appropriate.
- Grants access to the Cavernous maw when it's examined the first time, from the past. Retail may require you to actually pass through the maw, but I can't remember for certain and just went with how PXI handled it.
...but, they do not:
- Record WotG mission progression. I didn't want to force anyone to use a mission tracking method they didn't like.
- Have guaranteed accurate positions, and setPos values. PXI had 5 maws scripted, I'm not certain if they're right, and I made up the rest of the setPos values. Some maws were missing from npc_list, so I fudged their location using the corresponding past/present maw.
- Have a message if you lack clearance (but does retail? I forget.)
- Populate the zones. They're pretty much empty, and therefore boring.
- Handle the gates between maws. A lot of them are closed, and can't be circumvented without @wallhack.
- Replace npcs that currently have incorrect IDs. In those zones, the maw will have an incorrect name when targeted, and may be missing during the teleport cutscene. You can resolve these issues manually using POLUtils and a lot of NPC deleting. Issues will tentatively be in Pashhow Marshlands [S], Jugner Forest [S], Sauromugue Champaign [S], Meriphataud Mountains [S], and West Sarutabaruta [S].
This means:
- You may have to re-claim all maws again if someone changes how they're stored in the future.
- You may have some issues if/when WotG is actually scripted, since you have your keyitem, but you don't have the accompanying mission progression. A nice scripter could work around it, but I can't guarantee they will.
- Your players may not be able to access all maws due to gates blocking their path.
To add this to your server, update to the latest SVN data. Navigate to c:\dsp, right click, and select "Apply Patch" under TortoiseSVN. Select the patch, and let TortoiseSVN think about it. Click "Patch All Items." Once the patching is complete, you'll have to load npc_list.sql again, and start your game_server after that's been done.
I may make minor changes to this if anyone offers suggestions/bugs, but I've taken it about as far as I intended to. The patch was built from r1578.
If anyone wants to pick this up and provide a fixed version that addresses the flaws I left, then be my guest.
Version history:
v1 - Built from 1564, npc_list.sql actually wouldn't import due to npcid conflicts
v1.1 - Reverted multiple npcids. This means that the maws in some zones will have an incorrect name when targeted, and will not appear in their cutscenes.