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#Event_Lashing_Control.lua - Quest File
General Info
Quest File
-- 201449 #Event_Lashing_Control -- Trial of Lashing Controller -- -- local trial_wave = 0; -- Time from when the 1st mob in a wave is killed till -- the next wave spawns; ~90 seconds local wave_timer = 90000; local first_wave = 20000; local trial_mobs = { 201463, 201464, 201465, 201466, 201467, 201468, 201469 }; local wave_mobs = { 201464, 201465, 201466, 201470 }; function event_spawn(e) spawn_prisoners(); -- Mobs should spawn ~20sec after the Event starts eq.set_timer("next_wave", first_wave); trial_wave = 0; end function event_signal(e) if (e.signal == 1) then eq.get_entity_list():MessageClose(e.self, false, 120, 3, "Success!"); eq.signal(201435, 1); -- NPC: The_Tribunal Lashing Trial despawn_mobs(); eq.depop(); elseif (e.signal == 2) then -- Failed eq.get_entity_list():MessageClose(e.self, false, 120, 3, "An unnatural silence falls around you. The justice of the Tribunal has been pronounced once again. The defendants have been found... lacking."); despawn_prisoners(); eq.signal(201435, 2); -- NPC: The_Tribunal Lashing Trial -- Depop the Scourge of Honor as they are immune to damage and despawned -- by the controller we are about to depop. eq.depop_all(201467); eq.depop(); elseif (e.signal == 9) then -- A Flickering Spirit has died; if all three are dead -- despawn a scourge of honor if ( eq.get_entity_list():IsMobSpawnedByNpcTypeID(201469) == false ) then eq.depop_all( 201467 ); if (trial_wave < 4) then eq.set_timer("next_wave", 60000); elseif(trial_wave == 4) then eq.set_timer("next_wave", 1000); end end end end function event_timer(e) if (e.timer == "next_wave") then eq.stop_timer(e.timer); trial_wave = trial_wave + 1; spawn_mobs(trial_wave); elseif (e.timer == "spirit_timer") then eq.stop_timer(e.timer); spawn_spirits(); end end function spawn_spirits() eq.spawn2( 201469, 0, 0, 1298, -1169, -13, 126 ); -- NPC: #a_flickering_spirit eq.spawn2( 201469, 0, 0, 1153, -1119, 88, 126 ); -- NPC: #a_flickering_spirit eq.spawn2( 201469, 0, 0, 1298, -1072, -13, 126 ); -- NPC: #a_flickering_spirit eq.spawn2( 201467, 0, 0, 1350, -1127, 2, 124); -- NPC: #A_Scourge_of_Honor end function spawn_mobs(wave) if (wave < 5) then eq.spawn2( eq.ChooseRandom( 201464, 201465, 201466, 201470, 201465, 201466, 201465, 201466 ), 0, 0, 1395, -1169, 1, 128 ); eq.spawn2( eq.ChooseRandom( 201464, 201465, 201466, 201470, 201465, 201466, 201465, 201466 ), 0, 0, 1378, -1169, 1, 128 ); eq.spawn2( eq.ChooseRandom( 201464, 201465, 201466, 201470, 201465, 201466, 201465, 201466 ), 0, 0, 1395, -1070, 1, 128 ); eq.spawn2( eq.ChooseRandom( 201464, 201465, 201466, 201470, 201465, 201466, 201465, 201466 ), 0, 0, 1378, -1070, 1, 128 ); eq.set_timer("spirit_timer", 30000); elseif (wave == 5) then -- Spawn the boss eq.spawn2(201468, 0,0, 1350, -1127, 2, 124); -- NPC: #Lashman_Azakal end end function spawn_prisoners() -- a tortured prisoner eq.spawn2(201463, 0, 0, 1417, -1168, 1, 392); -- NPC: #a_tormented_prisoner eq.spawn2(201463, 0, 0, 1417, -1120, 1, 392); -- NPC: #a_tormented_prisoner eq.spawn2(201463, 0, 0, 1417, -1072, 1, 392); -- NPC: #a_tormented_prisoner end function despawn_prisoners() local prisoners = { 201463 } for k,v in pairs(prisoners) do eq.depop_all(v); end end function despawn_mobs() for k,v in pairs(trial_mobs) do eq.depop_all(v); end end
Source: 17 Jan 2022
Quest Source: 28 May 2022