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| − | {{PageHeaderChild|Content|Content Designer}} | + | {{PageHeaderChild|Admins|Content - Quest}} |
| | + | <br/> |
| | + | = LUA Functions: GetCurrentHP() = |
| | + | Returns the current '''current hit points''' of ''param''. The parameter can be either a player or the NPC currently being interacted with. |
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| − | A content designer's task involve spawning signs, objects, widgets, ground spawns, and NPCs in that order. This is achieved by using a combination of the web database editor, commonly known as DB Editor, and the client itself. Below is information to help turn a unpopulated zone into one filled with everything from harvest nodes to monsters.
| + | [[LUA:GetFunctions|Back to LUA GetFunctions Index]] |
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| − | {{Header|Signs|BackgroundColor=3d78b4|FontColor=ffffff}}
| + | ==== Syntax ==== |
| − | Signs are usually found on sign posts, hanging over doors, and are the main triggers for zoning in EQ2Emulator (ie., click on a door which is actually a "sign" and you zone to a new location).
| + | var = GetCurrentHP(param) |
| − | {|style="table-layout:fixed; width: 100%;"
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| − | |{{TextBox
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| − | |Developer Task
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| − | |*Verify Sign text/descriptions are accurate.
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| − | *Check the sign "type" is set (Generic equals a sign on a wall/post, Zone equals a zone point)
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| − | *[[DataDesigner:Signs#Heading_.26_Location|Verify Heading/Location]] information is set properly
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| − | *Remove duplicates, or spawn new signs where one may be missing from the collection
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| − | *If a Zone sign, verify zone_id and destination x,y,z coordinates
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| − | |BackgroundColor=ffffff
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| − | |FontColor=000000}}
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| − | |}
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| | | | |
| | + | Must be a reference to a player or NPC. |
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| − | {{Header|Objects|BackgroundColor=3d78b4|FontColor=ffffff}}
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| − | Objects are things like Statues, Rocks, Fences, generally objects in the zone that are not interacted with. Along with verifying most of the same information as with NPCs regarding placement and appearance:
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| − | {|style="table-layout:fixed; width: 100%;"
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| − | |{{TextBox
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| − | |Developer Task
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| − | |*Verify position, '''size''', heading of all Zone objects
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| − | *Delete duplicates of static Objects, like tents, sign posts, statues, etc.
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| − | *When object placement/correction is done, disable name, attack, targeting, level, etc.
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| − | |BackgroundColor=ffffff
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| − | |FontColor=000000}}
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| − | |}
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| | | | |
| | + | ==== Parameters ==== |
| | + | Required: ''param'' (int) |
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| − | {{Header|Widgets|BackgroundColor=3d78b4|FontColor=ffffff}}
| + | ''param'' must be one of the vars in the function params. In the example above, it would be either "NPC" or "Spawn" |
| − | Widgets are interactive objects in the world, such as Doors or clickable objects for quests/triggers, etc. The biggest issue with doors is the open/close coordinates are off, or backwards. Due to a math flaw in the parser/population routines, 50% of our doors are wrong and must be fixed.
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| − | {|style="table-layout:fixed; width: 100%;"
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| − | |{{TextBox
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| − | |Developer Task
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| − | |*Verify open and close heading of doors.
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| − | *Elevators/Lifts are not parsed properly, and must be setup.
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| − | *Verify coordinates (x,y,z), location and heading settings of all doors/clickables
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| − | *Build functionality of levers and switches
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| − | Tutorials coming soon
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| − | |BackgroundColor=ffffff
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| − | |FontColor=000000}}
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| − | |}
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| − | {{Header|Groundspawns|BackgroundColor=3d78b4|FontColor=ffffff}}
| + | ==== Usage ==== |
| − | Ground spawns are harvestable items usually picked up by Gathering. These items are made up of things like harvest nodes, ? or shiny, ! or pages, and quest items on the ground.
| + | function hailed(NPC, Spawn) |
| − | {|style="table-layout:fixed; width: 100%;"
| + | Say(NPC, "Your current hit points are " .. GetCurrentHP(Spawn) .. "!") |
| − | |{{TextBox
| + | end |
| − | |Developer Task
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| − | |*[[ContentDesigner:Groundspawns#EQ2_Live|Observe Live]] - Observe the same area in EQ2Live's version of this zone and identify the Ground Spawn placements
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| − | *[[ContentDesigner:Groundspawns#RAW_Data|Pop Raw Data]] and observe areas to clean up
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| − | *[[ContentDesigner:Groundspawns#Building_Your_First_Node|First Node]] - decide where you want your "main" node to spawn
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| − | *[[ContentDesigner:Groundspawns#Combining_Nodes|Combine Nodes]] - Combine all nodes in the surrounding area to build an ''estimated'' '''spawn percentage''' value
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| − | *[[ContentDesigner:Groundspawns#Cleanup_Remaining_Junk|Remove excess nodes]]
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| − | *[[ContentDesigner:Groundspawns#Designing_Offsets|Offsets]] - Create valid Offsets for spawn location placements to emulate seemingly random spawn locations
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| − | *[[ContentDesigner:Groundspawns#Respawn/Expire_Timers|Pop/Depop]] - Determine depop/repop rates for a node.
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| − | *[[ContentDesigner:Groundspawns#Assigning_Rewards|Groundspawn Items]] - Build the Ground Spawn '''Items''' lists
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| − | *[[ContentDesigner:Groundspawns#Advanced_Groundspawns|Advanced Groundspawns]] - Advanced Groundspawn "grouping" options
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| − | |BackgroundColor=cedff2
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| − | |FontColor=000000}}
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| − | |}
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| | + | This makes the NPC respond to the player who hails it with the players current hit points. |
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| − | {{Header|NPC|BackgroundColor=3d78b4|FontColor=ffffff}}
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| − | NPCs are the humanoid, interactive spawns in a zone that players communicate, accept quests from, and engage in combat with.
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| − | {|style="table-layout:fixed; width: 100%;"
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| − | |{{TextBox
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| − | |Developer Task
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| − | |*[[ContentDesigner:NPCs#Verify_Locations|Verify Spawn Locations]] - spawns are in their proper positions (static spawns, x,y,z,heading)
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| − | *[[ContentDesigner:NPCs#Verify_Appearances|Verify Spawn Appearances]] - that their colors/equipment are reasonable to what is in EQ2 Live
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| − | *[[ContentDesigner:NPCs#Wanderers|Wandering Dupes]] - starting point and paths, plus remove duplicates
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| − | *[[ContentDesigner:NPCs#Consolidation|Consolidate Spawns]] - that have level, size, or appearance differences only (see note)
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| − | *[[ContentDesigner:NPCs#Linked_Spawn_Groups|Linked Spawn Groups]] - (multi-spawn parties) of 2-6 NPCs and/or Boss encounters
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| − | *[[ContentDesigner:NPCs#Entity_Commands|Entity Commands]] - the right-click menus for each spawn
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| − | *[[ContentDesigner:NPCs#Spawn_Customization|Special Setups]] - special Equipment, Skills and Spells so they behave accordingly
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| − | *[[ContentDesigner:NPCs#Spawn_Scripts|Spawn Scripts]] - Design, develop and assign spawn scripts
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| − | |BackgroundColor=cedff2
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| − | |FontColor=000000}}
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| − | |}
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| | | | |
| | + | == Notes == |
| | + | (optional) Additional notes or special instructions |
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| − | {{Header|Links|BackgroundColor=3d78b4|FontColor=ffffff}}
| + | |
| − | [[ContentDesigner:Verify_&_Observe|Verify & Observe]]
| + | == Reference == |
| | + | (optional) Links to forum posts or other reference pertaining to this function |
LUA Functions: GetCurrentHP()
Returns the current current hit points of param. The parameter can be either a player or the NPC currently being interacted with.
Back to LUA GetFunctions Index
Syntax
var = GetCurrentHP(param)
Must be a reference to a player or NPC.
Parameters
Required: param (int)
param must be one of the vars in the function params. In the example above, it would be either "NPC" or "Spawn"
Usage
function hailed(NPC, Spawn)
Say(NPC, "Your current hit points are " .. GetCurrentHP(Spawn) .. "!")
end
This makes the NPC respond to the player who hails it with the players current hit points.
Notes
(optional) Additional notes or special instructions
Reference
(optional) Links to forum posts or other reference pertaining to this function