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Polishing CoP

Posted: Tue Jan 15, 2013 4:59 pm
by PrBlahBlahtson
There's a few rough spots with the CoP zones that I wanted to polish up, but I had a few questions before I go too far with it.

Phomiuna Fomor parties: Any objection to me scripting them so that they engage as a party? :p

Also on the list:
- Making the other hidden passages work in Phomiuna
- Making the escape doors work in Phomiuna (and checking if they already are)
- Phomiuna map quest?
- Switch the Promyvion entrances to using all three chambers (retail accurate), instead of all using the same chamber?

Edit:
Done:
- Promyvion portals glow the appropriate length, and only work if they're glowing. Unsure if 180 sec is accurate to original CoP, but is correct to current wiki. Might have led to animating other zones :)
- NPCs in Dem are fixed.

Re: Polishing CoP

Posted: Tue Jan 15, 2013 7:43 pm
by PrBlahBlahtson
...I totally forgot to attach the file. That makes me feel better about hijacking this post, then.

Well, in apology, here's a patch for Holla and Dem.

It does the following:
- Fixes some NPC IDs in Promyvion - Dem. No more "Stray" poking up out of the floor.
- Animates the portals in Dem and Holla when the corresponding Memory Receptacle dies.
- Changes zone.lua for both zones to check for a glowing portal, instead of a dead Memory Receptacle.

I checked that the mobs and NPCs were correctly associated, and that the methods used to make everything work were correct. As far as I know, there should be no bugs, but I welcome any comments. I'll finish up with Mea tomorrow, and then either take a crack at the Hall of Transference, or start fiddling with Phomiuna Aquaducts.

Edit:
Patch replaced by v2 below. :)

Re: Polishing CoP

Posted: Wed Jan 16, 2013 5:08 pm
by PrBlahBlahtson
All three promyvions now have glowing portals.

v2 patch will do the following:
- Fix NPC IDs in Dem to remove some names that shouldn't be present
- Fix Mob IDs in Mea so that all receptacles can pop
- When a receptacle dies, the corresponding portal will glow for 180 seconds
- The teleport zones will only work if the NPC is glowing, instead of working if the receptacle is dead

All the logic is sound, and they all worked on a "teleport to NPC and kill receptacle" test. Baring any typos or oversights, these should work exactly as advertised. The only thing missing from retail behavior is having only one receptacle per floor be the "real" one, and I'm not quite sure how to approach doing that. The current trunk behavior doesn't do it either, though.

Re: Polishing CoP

Posted: Thu Jan 17, 2013 12:21 pm
by Ezekyel
you forgot files i think

Re: Polishing CoP

Posted: Thu Jan 17, 2013 12:47 pm
by PrBlahBlahtson
Doesn't look like it when I checked the v2 patch. Memory_Receptacle.lua and zone.lua for Dem, Holla, and Mea, plus the SQL fixes. Is something not working?

Re: Polishing CoP

Posted: Thu Jan 17, 2013 1:34 pm
by Ezekyel
nvm ^^

Re: Polishing CoP

Posted: Fri Jan 18, 2013 3:04 am
by PrBlahBlahtson
Forgot to revert my SVN before setting to work, and it's late enough that I didn't feel like picking out the old stuff to make this patch incremental. It's meant to be applied without any previous version in place. Need to see if I can catch whasf tomorrow...

Patch should do the following:
- Animate the portals in the promies.
- Fix NPCs in Dem.
- Make two receptacles spawn in Mea.
- Fix the appearance of Fomor Thieves in CoP zones by moving ToAU mobs to their own pool.
- Shuffle a few mobs around in Phomiuna Aquaducts. I got the feeling the zone might have been capped by a run through with aggro, or the mobs had been pulled by someone.
- Activate a bunch of ??? and Oil lamps in Phomiuna so that they'll open the appropriate doors.
- Makes the eastern iron gate require a bronze key.
- Scripts NPCs into the appropriate parties, so that they'll all engage properly.

Also, I spotted the errant print() function in one of the Memory_Receptacle scripts, so that's not there anymore.

Does not:
- Make the map mini-quest work. There's missing ???s, as far as I can tell, or the existing ???s can move. Also not sure how to make them disappear for 30 minutes, so I'll just leave that alone.
- Make the NPCs move together like they should. Not sure I can even do that.
- Set up the library so that only 3 of the available 4 parties pop. There's a few other spawns that should only have X of Y mobs up at any given time, as well.
- Pets.

Can't think of anything else that's not quite right in Phomiuna. Was fun to tamper with. I might meddle with automatisation.lua and see if I can make the maze in Sacrarium move around. :twisted: