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View Full Version : Should a quest NPC hand money back ?


provocating
06-28-2009, 11:28 AM
In live when you gave an NPC the incorrect items for a quest would they eat your money ?

I was working on the Lodizal quest, it is still not working properly and he eats our money, and the quest code is written that way it seems. Was that by design ?

ChaosSlayerZ
06-28-2009, 11:44 AM
back in my days it did. One extra coin and entire quest was wasted

provocating
06-28-2009, 11:52 AM
Thanks ! That will help. I also see what my player is doing, the Russian Otter wants 10,000 gold, not 1,000 plat

ChaosSlayerZ
06-28-2009, 12:24 PM
I would advise you to get rid of all "cash" quests.
The common practice shows that players continusly mis read the quest text and turn in cash needed in plat, gold, copper, silver, 1 more, 1 less etc. I myself did this dozens of times.

If you want players to spend in X ammount of plat, make quest npc to ask for a Gem which cost that much. If no such gem available to buy normaly- make a new gem and set whatever price to it

AndMetal
06-28-2009, 12:47 PM
Or we could change the quest to return any money above the required amount.

Shendare
06-28-2009, 01:10 PM
Yeah, my quest NPCs use a function similar to check_handin() that checks coins given, disregarding actual denominations used, and then they return unneeded extra coinage to the player as change as part of an upgraded return_items().

cavedude
06-28-2009, 01:45 PM
Yeah, my quest NPCs use a function similar to check_handin() that checks coins given, disregarding actual denominations used, and then they return unneeded extra coinage to the player as change as part of an upgraded return_items().

Would you mind sharing that so I can add it to the PEQ repo?

Shendare
06-28-2009, 03:06 PM
Yeah, I've been meaning to flesh it out, but I can post what I've got as soon as I do some cleanup.

trevius
06-28-2009, 05:20 PM
I just started adding in a simple check to NPCs that take money like this:

sub EVENT_ITEM {

if($platinum == 10)
{
quest::summonitem(1001);
$platinum = undef;
}
else
{
if($platinum) {
$client->AddMoneyToPP(0, 0, 0, $platinum, updateclient);
quest::say ("That is not the required amount!");
$platinum = undef;
}
}

}

Works well and is simple enough.

ChaosSlayerZ
06-28-2009, 06:12 PM
hmm Trev, does all measurment done in "copper" ?

for example npc wants "10" - I assume 10 in copper?
so player can give npc 1 silver or 10 copper and both will work?

if yes - then you have just solved entire cash return problem :D

trevius
06-28-2009, 06:39 PM
No, each coin type has it's own variable. If you want to be able to use all coin types, you could do this:

sub EVENT_ITEM {


if($platinum == 10 || $gold == 100 || $silver == 1000 || $copper == 10000)
{
quest::summonitem(1001);
$platinum = undef;
$gold = undef;
$silver = undef;
$copper = undef;
}
else
{
if($platinum || $gold || $silver || $copper) {
$client->AddMoneyToPP($copper, $silver, $gold, $platinum, updateclient);
quest::say ("That is not the required amount!");
$platinum = undef;
$gold = undef;
$silver = undef;
$copper = undef;
}
}

}

I haven't tested that yet, but it should work fine I think.

ChaosSlayerZ
06-28-2009, 06:59 PM
I see, I can try this out
but it would be MUCH easier if it would have read value of ANY coins given as "copper"

trevius
06-28-2009, 07:33 PM
You could do conversions if you want, but you might have to play with it a bit to make sure they work properly.

sub EVENT_ITEM {

#Convert all coin turn-ins to copper and add them up
my $totalcoin = $platinum * 1000;
my $totalcoin = $totalcoin + $gold * 100;
my $totalcoin = $totalcoin + $silver * 10;
my $totalcoin = $totalcoin + $copper;

if($totalcoin == 10000) # 10 platinum
{
quest::summonitem(1001);
$platinum = undef;
$gold = undef;
$silver = undef;
$copper = undef;
}
else
{
if($platinum || $gold || $silver || $copper) {
$client->AddMoneyToPP($copper, $silver, $gold, $platinum, updateclient);
quest::say ("That is not the required amount!");
$platinum = undef;
$gold = undef;
$silver = undef;
$copper = undef;
}
}

}

Again, I haven't tested this yet, but it should work almost perfectly for what you are wanting to do.

ChaosSlayerZ
06-28-2009, 08:13 PM
we should post this as example into Custom Quest section before it gets lost =P

cavedude
06-30-2009, 12:51 PM
Shendare, I am still interested in the plugin version of your code when you get a chance to clean it up :)

Shendare
06-30-2009, 02:20 PM
Yep, working on it. There's a bit of ground to cover. :)

Shendare
06-30-2009, 05:05 PM
Okay, I managed to get things cleaned up and explained as best I could so far.

http://eqemulator.net/forums/showthread.php?p=173180