Moongate pass

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gedads
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Moongate pass

Post by gedads » Mon Jan 21, 2013 3:22 pm

Hi, here is a script for the moongate in romaeve.
Not quite perfect since it's not opening by itself from 00:00 to 3:00 on full moon but open when you have the moongate pass in your key item:
sorry i don't know how to do a patch and since my npc.sql is a mess i have to put the lines ti add here
INSERT INTO `npc_list` VALUES ('17277172', '_3e1', '7', '-184.516', '-7.146', '14.298', '1', '40', '40', '9', '0', '0', '0', '4099', 0x0200000000000000000000000000000000000000, '0', '122');
INSERT INTO `npc_list` VALUES ('17277171', '_3e0', '0', '184.516', '-7.146', '14.297', '1', '40', '40', '9', '0', '0', '0', '4099', 0x0200000000000000000000000000000000000000, '0', '122');

lua goes to DSP\scripts\zones\RoMaeve\npcs
Attachments
_3e0.rar
(422 Bytes) Downloaded 342 times

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kjLotus
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Posts: 1813
Joined: Sun Jul 22, 2012 2:16 pm

Re: Moongate pass

Post by kjLotus » Mon Jan 21, 2013 3:35 pm

how to create patch (assuming tortoise svn): right click root folder -> tortoise svn -> create patch

if not using tortoise svn (command line): svn diff > whatever.patch

now you know for next time ;)

PrBlahBlahtson
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Joined: Sun Jul 22, 2012 12:17 am

Re: Moongate pass

Post by PrBlahBlahtson » Mon Jan 21, 2013 4:12 pm

As kjLotus mentioned, .patch or .diff is easier to deal with. :)

You called a keyitem name, but you didn't require keyitems.lua, which can crash the server in specific circumstances. That's the require() bit near the top.

I fixed that and duplicated it for _3e1, and I'll work with the core devs to get the lunar phase info needed for automatisation.lua to open the gates. Once that's sorted out, your scripts will be in the commit. Here's what I've got for that so far, if you were curious.

Code: Select all

	-- Ro'Maeve Moongates
	if(VanadielMoonPhase() >= 90 and GetNPCByID(17277171):getWeather() == 0) then
		GetNPCByID(17277171):openDoor(432);
		GetNPCByID(17277172):openDoor(432);
	end
The problem is that it's 90% waxing -> 100% -> 95% waning, which I can't quite check yet.

gedads
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Re: Moongate pass

Post by gedads » Mon Jan 21, 2013 4:21 pm

Hi, if i remember well, the moongate isn't related to clear weather, it's just for the case the fountain is filled so the moon can be reflected.
Thanks for correcting the script, i'm really a beginner.
Also do you have any idea to open the rock in kuftal tunnel (every 15 minutes)
i was able to make it open and close automatically like a door but not on a timed rule.
Thank you

PrBlahBlahtson
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Joined: Sun Jul 22, 2012 12:17 am

Re: Moongate pass

Post by PrBlahBlahtson » Mon Jan 21, 2013 6:35 pm

As far as I know, there's no specific timer system yet. I need one for a few things (Port Jeuno bridge, Cauldron Flame Sprouts.) Is that 15 game minutes, or 15 real minutes?

Also, the well only fills if the weather is clear :)

gedads
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Re: Moongate pass

Post by gedads » Mon Jan 21, 2013 7:12 pm

It's 15 min real time

Zedingo
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Re: Moongate pass

Post by Zedingo » Mon Jan 28, 2013 1:21 pm

The moongate is indeed related to clear weather. If the skies are cloudy, there's not enough moonlight to activate the devices that fill the pool and open the gate.

tl;dr the pool opens the moongate, clear skies needed.

gedads
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Posts: 171
Joined: Fri Jan 04, 2013 7:48 pm

Re: Moongate pass

Post by gedads » Mon Jan 28, 2013 7:59 pm

i remenber back then, even if it's long ago, using the moon reflection in order to get the arkpentasphere. (you clearly have the full moon reflecting in the water (already filled). the clear weather is a condition to obtain the sphere for divine might quest (not mission which can be done by fighting AA one by one). Also, the moongatepass open the door even if not full moon. But in order to get it, you have to check the ??? behind the door at full moon, clear weather is not related.

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