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Hi all, i'm taking requests and suggestions for features on quests, also any bugs you may find thanks!
Please remember the quest system is still in beta and isn't completely finished yet. Sorry I forgot to mention this, but i'm no longer supporting the old quest format, but I will be making a converter from old -> new format. |
$uclass or something that checks the users class would be a nice addition for class specific quests.
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Heh
It's already there. heh $class, I must have forgotten to list it in the readme hehe sorry.
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Quests don't seem to be working in the latest CVS. :/
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quests not working in latest cvs
does the latest cvs code have the new quest system implemented? it looks like it is looking for filenames like:
quests/%i.qst not quests/zonename/%i.qst kabalah |
coin
I would like you to be able to turn in coin to an npc.
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Very large .qst files with a lot of text (newbie armour quest NPCs, for example) appear to crash the zone server,
without giving an error message. If there is a full stop or other punctuation character after $name, $race or a similar string, without a space (e.g "Hello, $name."), it won't work, and will print NULL (not really a serious problem though, just put a space after the name string). Also - do multiple item triggers have to be in the same order (e.g " if ($item0 == "1001" && $item1 == "1002") ") or can you use =~ in the same way you can with text triggers? E.g " if ($item0- =~ "13072" && $item0- =~ "13073" && $item0- =~ "13068") " would be triggered if you handed in these three items in any combination. |
The way around lots of dialogue crashing the zone for me is to split up the if statements into several EVENT_SAY. Works ok for me that way, and I've had no issues with zone crashes to this point.
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Wes is bumping up the buffersize on those, so it shouldnt be a problem for long...
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Nasty Annoying little bug?...
Ok, i finally got my quests working right after enough stress over getting spaces outta my format...
But now, for some reason i found out that when i'm trying to talk to someone (or the NPC with the quest info) and i happen to hit ")" anywhere in the message. IE, "Soandso says, 'Hey there, man... this is funny : )'". Doing this will make the npc process every one of the events in order... really annoying on newb quest NPC's that are sposed to hand stuff out... any suggestions? |
$sex (To return He / She / It )
Short but simple :P |
EVENT_ATTACK doesn't seem to work. Here is an example script for an orc pawn:
EVENT_ATTACK { say("Death!! Death to all those who oppose the Crushbone Orcs!") } EVENT_DEATH { say("You shall have all the Crushbone orc legions on my tail for your death!") } The death text displays properly, but the orc still doesn't say anything when he attacks. I seem to remember TRIGGER_ATTACK was broken with the old quest language too. |
sendto(x,y,z,heading) would be really nice if it's possible. Or just name it goto like the actual #goto command. Also sendtozone(zoneshortname,x,y,z,heading) would be neat, again, if possible.
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Hmm yes..
if you hppen to type ! or ( or ) and some other chars while talking to an npc it parses the WHOLE script and basically goes apeshit on you lol would like to see a fix here :) i didn't find a way round this yet myself =/ actually a HALT command would be nice.. so we could put it at the end of each line to make sure the script halts there.. that way there's no way it could prse the whole script due to an error. yes... give ya my right arm for a HALT command :) |
quest giving faction
Ok, ive been playing with the new CVS code (from 2 days ago) and i must admit, most everything is running smoothly. Had to play with database faction to get a hit when i kill something, but everything is more or less groovy.
Except quest faction...noticed it is still commented out, so, i played with the code for a bit and ended up just getting lost in the class structures. So, any idea on when it will be implemented or some insight on how to fix? Thanks for what you've done so far, my quests are rounding out quite nicely =) |
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