Expedition Methods¶
void
AddLockout(string event_name, uint32 seconds_duration) ¶
Adds an event lockout timer to the expedition with the specified duration.
The lockout is added to all current members of the expedition whether they're inside the zone or not. This also adds the lockout to any clients inside the dynamic zone that are not part of the expedition (in the event that they've quit the expedition and haven't been teleported out yet)
The lockout is also stored internally in the expedition. New members added to the expedition will receive these lockouts once they zone into the expedition's dynamic zone.
The lockout replaces any existing lockout held by the expedition and members.
The lockout is assigned the current expedition's internal uuid for tracking.
Note: The source adds 60s to the lockout timer sent to clients to compensate for the client displaying lockouts rounded down to the nearest minute. If adding lockout times using live packet data subtract 60s from the time (live adds 60s as well)
function event_death(e)
local expedition = eq.get_expedition() -- current instance's expedition (we should be inside a dz)
if not expedition.valid then
eq.debug("report a bug") -- possible fallback would be to manually iterate clients and add lockouts
else
expedition:AddLockout("Keldovan the Harrier", 86400) -- add a 1 day lockout
end
end
void
AddLockoutDuration(string event_name, int seconds, bool members_only = true) ¶
Adds duration to existing member lockouts for the event. If seconds
is negative then lockout duration is reduced.
Unlike UpdateLockoutDuration which applies a static lockout duration to all members based on the expedition's internal lockout, this modifies each member's existing lockout duration separately.
If a member does not have the specified event lockout and seconds
is positive, the lockout is added to the member with the current expedition's uuid.
By default this only updates expedition members. Passing false
for members_only
will update the expedition's internal lockout duration as well which will affect any future members added to the expedition.
Non-expedition members inside the expedition's dynamic zone instance are always updated
-- inside dz, after killing some progression npcs
function event_death(e)
local dz = eq.get_expedition()
if dz.valid then
-- add durations to each member's current event lockout when specific npcs killed
-- the expedition's lockout is unaffected, new members will receive original lockout
if e.self:GetNPCTypeID() == 294042 then
dz:AddLockout("Some Event", 25200) -- create 7 hour lockout when this npc is killed
elseif e.self:GetNPCTypeID() == 294043 then
dz:AddLockoutDuration("Some Event", 57600) -- add 16 hours when this npc is killed
end
end
end
void
AddReplayLockout(int seconds_duration) ¶
Adds a Replay Timer
lockout to the expedition. This is a shortcut alternative to adding the lockout by name through the AddLockout
method.
Replay Timer's use a hardcoded event name and are used as a lockout against requesting the expedition itself.
Unlike normal event lockouts, any members added to the expedition after a replay timer has been assigned will receive the lockout immediately with a reset expiration timer based on the original duration.
function event_say(e)
if e.message == "request" then
local expedition = e.other:CreateExpedition("anguish", 0, 36000, "Anguish, the Fallen Palace", 6, 54)
if expedition.valid then
eq.debug("Expedition creation was succesful")
expedition:AddReplayLockout(7200) -- 2 hour request lockout
end
end
end
void
AddReplayLockoutDuration(int seconds, bool members_only = true) ¶
Adds duration to expedition's Replay Timer
lockout. See AddLockoutDuration
function event_say(e)
if e.message == "request" then
local dz = e.other:CreateExpedition("ikkinz", 0, 21600, "Ikkinz, Chambers of Singular Might", 1, 6)
if dz.valid then
expedition:AddReplayLockout(3600) -- 1 hour replay lockout
end
end
end
-- inside dz, after killing some progression npcs
function event_death(e)
local dz = eq.get_expedition()
if dz.valid then
if e.self:GetNPCTypeID() == 294042 then
dz:AddReplayLockoutDuration(25200) -- add 7 hours to replay lockout when this npc is killed
elseif e.self:GetNPCTypeID() == 294043 then
-- add 16 hours to replay lockout when this npc is killed
-- expedition lockout is unaffected, new members will receive the original (7 hours - elapsed)
dz:AddReplayLockoutDuration(57600)
end
end
end
uint32_t
GetDynamicZoneID() ¶
Returns the expedition's dynamic zone id
local dz_id = expedition:GetDynamicZoneID()
uint32_t
GetID() ¶
Returns the expedition's id
local id = expedition:GetID()
int
GetInstanceID() ¶
Returns the expedition's dynamic zone instance id
local instance_id = expedition:GetInstanceID()
string
GetLeaderName() ¶
Returns the expedition's current leader name
local leader_name = expedition:GetLeaderName()
LUA_TTABLE
GetLockouts() ¶
Returns a table containing the expedition's current internal lockouts and time remaining. This includes lockouts that were inherited by the leader on creation and not just lockouts assigned during the current expedition.
local lockouts = expedition:GetLockouts()
for event_name,remaining in pairs(lockouts) do
eq.debug(string.format("event: (%s) remaining: (%s)s", event_name, remaining))
end
string
GetLootEventByNPCTypeID(uint32 npc_type_id) ¶
string
GetLootEventBySpawnID(uint32 spawn_id) ¶
Returns an event name associated with an npc type id or spawn id set by the SetLootEventByNPCTypeID or SetLootEventBySpawnID apis.
Returns an empty string if no event set
Important: This is only valid inside the expedition's dynamic zone instance
function event_death(e)
local npc_type_id = e.self:GetNPCTypeID()
local spawn_id = e.self:GetID()
local dz = eq.get_expedition() -- current instance's expedition (we should be inside a dz)
if dz.valid then
local event_name = dz:GetLootEventByNPCTypeID(npc_type_id)
eq.debug(string.format("Npc type (%s) was associated with event (%s)", npc_type_id, event_name))
event_name = dz:GetLootEventBySpawnID(spawn_id)
eq.debug(string.format("This npc entity id (%s) was associated with event (%s)", spawn_id, event_name))
end
end
int
GetMemberCount() ¶
Returns number of members in expedition
local count = dz:GetMemberCount()
LUA_TTABLE
GetMembers() ¶
Returns a Lua table containing member names and character ids
local members = dz:GetMembers()
for name,id in pairs(members) do
eq.debug(string.format("Member name (%s) character id (%s)", name, id))
end
string
GetName() ¶
Returns name of the expedition
local expedition_name = dz:GetName()
int
GetSecondsRemaining() ¶
Returns seconds remaining until expedition's dynamic zone expires
local seconds_remaining = dz:GetSecondsRemaining()
string
GetUUID() ¶
Returns expedition's internal uuid assigned on creation
local uuid = dz:GetUUID()
int
GetZoneID() ¶
Returns zone id of the expedition's dynamic zone
local zone_id = dz:GetZoneID()
string
GetZoneName() ¶
Returns zone short name of the expedition's dynamic zone
local zone_short_name = dz:GetZoneName()
int
GetZoneVersion() ¶
Returns zone version of the expedition's dynamic zone instance
local zone_version = dz:GetZoneVersion()
bool
HasLockout(string event_name) ¶
Returns whether the expedition internally has the specified event lockout. This is the primary function that should be used for initialization scripts to determine which events are available to an expedition.
function init()
local dz = eq.get_expedition()
if dz.valid then
local has_lockout = dz:HasLockout("Ture")
if not has_lockout then
eq.debug("Expedition doesn't have this lockout, we can spawn this event")
end
end
end
bool
HasReplayLockout() ¶
Returns whether the expedition internally has a Replay Timer
lockout set. Shortcut alternative to checking HasLockout
local has_replay_lockout = dz:HasReplayLockout()
bool
IsLocked() ¶
Returns if the expedition is currently locked by SetLocked
local dz = eq.get_expedition()
if dz.valid then
if dz:IsLocked() then
eq.debug("expedition is locked")
else
eq.debug("expedition is not locked")
end
end
void
RemoveCompass() ¶
Removes any compass set by SetCompass
dz:RemoveCompass()
void
RemoveLockout(string event_name) ¶
Removes the lockout from the expedition and from any current members
dz:RemoveLockout("Ture")
void
SetCompass(int zone_id, float x, float y, float z) ¶
void
SetCompass(string zone_short_name, float x, float y, float z) ¶
Set the location of the expedition's dynamic zone compass. This only applies to non-instances outside of the dz.
function event_say(e)
if e.message == "request" then
local dz = e.other:CreateExpedition("anguish", 0, 36000, "Anguish, the Fallen Palace", 6, 54)
if dz.valid then
-- set compass to the anguish door inside wallofslaughter by zone id
dz:SetCompass(300, 1353.15, 1712.19, 109.001)
-- set compass to the anguish door inside wallofslaughter by zone name
dz:SetCompass("wallofslaughter", 1353.15, 1712.19, 109.001)
end
end
end
void
SetLocked(bool locked, ExpeditionLockMessage lock_msg = ExpeditionLockMessage::None, uint32_t msg_color = Chat::Yellow) ¶
If true, lock an expedition to prevent new members from being added. False unlocks.
Passing a lock_msg
sends an expedition locked message to clients inside the expedition's dynamic zone. See ExpeditionLockMessage for types and messages
function event_death(e)
local dz = eq.get_expedition()
if dz.valid then
-- no new members may be added to this expedition until it's unlocked
dz:SetLocked(true, ExpeditionLockMessage.Close)
end
end
void
SetLootEventByNPCTypeID(uint32_t npc_type_id, string event_name) ¶
Important: This must be set from a script inside the expedition's dynamic zone instance
Associates an event with the specified npc type id to prevent it from being looted by characters that didn't receive the event lockout from the current expedition.
This is an important initialization step to prevent exploits in expeditions
function init()
local dz = eq.get_expedition()
if dz.valid then
-- associate the "Keldovan the Harrier" event with his npc type id
dz:SetLootEventByNPCTypeID(317005, 'Keldovan the Harrier')
end
end
void
SetLootEventBySpawnID(uint32_t spawn_id, string event_name) ¶
Important: This must be set from a script inside the expedition's dynamic zone instance
Associates an event with the specified entity spawn id to prevent it from being looted by characters that didn't receive the event lockout from the current expedition.
This is an important initialization step to prevent exploits in expeditions
Unlike SetLootEventByNPCTypeID
this associates the event with specific spawns inside the dynamic zone. This is for cases where multiple npc types may exist like spawnable chests which should be associated with the event that spawned them.
function event_death(e)
local dz = eq.get_expedition()
if dz.valid then
dz:AddLockout("Lower Globe of Discordant Energy")
-- associate this spawned chest with the event
local chest = eq.spawn2(317087, 0, 0, -301 ,702, -201, 0);
dz:SetLootEventBySpawnID(chest:GetID(), "Lower Globe of Discordant Energy")
end
end
void
SetReplayLockoutOnMemberJoin(bool value) ¶
This toggles whether Replay Timer
lockouts are automatically added to new members that join an expedition
function event_say(e)
if e.message == "request" then
local dz = e.other:CreateExpedition("anguish", 0, 36000, "Anguish, the Fallen Palace", 6, 54)
if dz.valid then
dz:SetReplayLockoutOnMemberJoin(false)
end
end
end
void
SetSafeReturn(uint32_t zone_id, float x, float y, float z, float heading) ¶
void
SetSafeReturn(string zone_short_name, float x, float y, float z, float heading) ¶
Set the expedition's dynamic zone safe return zone and coordinates. This is the location clients are moved to when an expedition expires or for clients that are automatically teleported out of the zone by the kick timer if they quit the expedition
function event_say(e)
if e.message == "request" then
local dz = e.other:CreateExpedition("anguish", 0, 36000, "Anguish, the Fallen Palace", 6, 54)
if dz.valid then
-- by zone id
dz:SetSafeReturn(300, 1349.13, 1715.00, 123.81, 0)
-- or by zone name
dz:SetSafeReturn("wallofslaughter", 1349.13, 1715.00, 123.81, 0)
end
end
end
void
SetSecondsRemaining(uint32 seconds_remaining) ¶
Set seconds remaining on expedition's dynamic zone before it expires. This currently only supports reducing time. It will have no effect if the new seconds remaining is larger than the current time remaining.
Note: this method is async, GetSecondsRemaining will not immediately show the change.
function event_timer(e)
if e.timer == "event_fail_timer" then
eq.depop()
local dz = eq.get_expedition()
if dz.valid then
dz:SetSecondsRemaining(300) -- close down expedition in 5 minutes
end
end
end
void
SetZoneInLocation(float x, float y, float z, float heading) ¶
Override the zone-in location of the expedition's dynamic zone used by Client::MovePCDynamicZone
function event_say(e)
if e.message == "request" then
local dz = e.other:CreateExpedition("anguish", 0, 36000, "Anguish, the Fallen Palace", 6, 54)
if dz.valid then
dz:SetZoneInLocation(-9, -2466, -79, 0)
end
end
end
void
UpdateLockoutDuration(string event_name, uint32_t seconds, bool members_only = true) ¶
Sets the lockout of all members in the expedition to the specified duration based on the expedition's internal lockout start time.
Unlike AddLockout
which replaces lockouts with a new lockout timer, this modifies the duration of an existing lockout relative to its original start time.
Calling this on an expedition that does not have the internal lockout has no effect. All members essentially receive an updated lockout copied from the expedition's internal timer.
Prefer using AddLockoutDuration to update individual member lockouts
The expedition's internal lockout is NOT modified by default. New members added to the expedition that zone in to the dz will receive the lockout as originally added. This can be overridden by passing false for the members_only
parameter.
Note: Member lockouts updated with this method are assigned the current expedition's uuid
function event_say(e)
if e.message == "request" then
local dz = e.other:CreateExpedition("anguish", 0, 36000, "Anguish, the Fallen Palace", 6, 54)
if dz.valid then
expedition:AddReplayLockout(7200) -- 2 hour replay lockout
end
end
end
-- inside dz, after killing some progression npc
function event_death(e)
local dz = eq.get_expedition()
if dz.valid then
-- copies expedition's lockout to all current members with modified duration.
-- member lockout durations will be (7 hours - elapsed time since added)
dz:UpdateLockoutDuration("Replay Timer", 25200) -- 7 hours
end
end