proxeeus / quests

My quest scripts to use with my custom db + source
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emulation eqemu everquest lua mmorpg quests

This is the global readme file for the project: server code, quest scripts, database work.

Note: the server codebase is a direct fork from EQEmu, but, although there are slight customizations here and there, it is 100% compatible with the main branch and is regularly merged-in.

This quest repository is focused on classic - Kunark - Velious.

Right now (May 2020), the bulk of the quest & content work is being done on Kunark. Classic zones & quests are still updated whenever needed. Velious development is in its infancy.

Prefered language

Even though the bulk of the quest repository majorly uses PERL, the long-term goal of the project is to progressively phase it out in favor of LUA. The general rule of thumb is:

Disclaimer

This project is in no way, shape or form, a direct, 1:1 reproduction of Classic EverQuest, and probably never will be.

List of repositories for this project

Current highlights include, but are not limited to

Vanilla boat routes: Freeport -> OOT -> Butcherblock -> Freeport, Erudin (complete with the Erudin shuttles) -> Erud's Crossing -> Qeynos -> Erud's Crossing -> Erudin.

Kunark boat routes: Butcherblock -> Timorous Deep -> Firiona Vie (complete with Shuttle synchronization), Firiona Vie -> Timorous Deep (Elven Outpost with Shuttle synchronization), Overthere -> Timorous Deep (and back again), and the Barrel Barges: Oasis <> Timorous Deep island.

Velious boat routes: North Ro -> Iceclad desert island (pirate's skiff) and back again, Iceclad desert island -> Velious (Icebreaker)

Epic Quests

A massive effort has been made to make all epic quests completable. Some parts were tweaked, some were completely rewritten, some were expanded upon, missing dialogues have been added, missing drops as well, etc etc.

All class Epic Quests are 100% fully scripted & working:

Iksar Questlines

A massive effort has been made to make all Iksar questlines (Necromancer's Skullcap, Greenmist etc) completable. Some parts were tweaked, some were completely rewritten, some were expanded upon, missing dialogues have been added, missing drops as well, etc etc.

Velious major questlines

Player Bots

Upon meeting a Player Bot, a real player might want to recruit him in his personal bot army. A new ^invite command has been implemented. This command will clone all the NPC's features (appearance, class, race and equipment) and auto-generate a true Bot (in the EQEmu sense of the word) with all said features. The real Bot will be spawned at the player's location, and the Player Bot NPC will depop.

Besides some C++ backend implementation (all tagged with [player bot] in their respective commit messages), a rather huge and messy LUA script ties the system together. This is the engine that generates a Player Bot upon spawning: name, race, class, spellsets if applicable, and equipment based on level.

I developed this system due to various reasons:

. I play on my own box, solo, and seeing all those beautiful but systematically empty zones is a bit depressing. . EQEmu bots, while completely awesome, come with a major (in my opinion) drawback: they start-out completely naked. Gearing up one bot can be time-consuming. Equipping multiple bots to tackle on raid zones is pretty discouraging. I felt I needed another layer on top of the EQEmu bots, to bridge that gap.

I thought long about how I could deal with the two issues above, and came up with this idea of fake players roaming the world, equipped, and hunting mobs, ready to join you, the player. Don't get me wrong, I'm not implying I had the idea, in fact, it's a pretty recurring topic over @ EQEmu. But since no one seemed to come up with a satisfying (to my taste!) solution, there weren't a ton of options left on the table besides...well. Doing it.

That system has been "live" in my EQEmu fork for a couple years now and is pretty rock-solid in what it originally set out to do. Zones are teeming with life, content is getting consumed, and since Player Bots have a certain level of gear already, the EQEmu bot "viability" curve is pretty flattened -- bots are useful as soon as you ^invite them.

. The main drawback of this system so far is, since Player Bots come pre-equipped, nothing prevents you from recruiting them and stripping them of all their gear for your personal gain. I'm solo on my server so that's not an issue but yeah, in order to properly "finalize" this system, I'll have to develop some kind of alternative EQEmu bot inventory (kinda like a "vault"), where all the Bot equipment would go when a player trades with them, instead of being returned to the player.

Gallery

Here are various screenshots showcasing the Player Bot system in action. None of those are real players ! They're computer-controlled. Guild names are based on true guilds I've encountered on EQLive and on EQEmu servers as an example, but you can of course add any name you'd like.

A couple of brave adventurers patiently looking for a group at the entrance of City of Mist

A couple of Player Bot adventurers looking for a group in City of Mist

Buffing session in East Commonlands tunnel. Price-check on Deathfist Slashed belts?

Buffing session in East Commonlands tunnel. Price-check on Deathfist Slashed belts?

A Wood-Elf, an Iksar and a Gnome walk into Cazic-Thule: a tragedy in three acts.

Cazic-Thule: a tragedy in three acts

Cazic-Thule: a tragedy in three acts

Cazic-Thule: a tragedy in three acts

As a fun bonus, /who also works. Also, Player Bots love to shout, sometimes.

As a fun bonus, /who also works

Todo list