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Quests::Q&A This is the quest support section |
07-30-2010, 07:35 PM
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Sarnak
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Join Date: Jul 2010
Posts: 36
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Progressive Task?
Have a new task I made, I'd like it to not unlock the 2nd task until the first one is completed.
How would I go about this? If there's a task in the peqdb already that does this, or if it's in a pl file, if someone could just name them I can go off that. I'm not familiar with the actual tasks as I dislike doing quests myself
I did create task sets, but when I trigger the task event with the NPC, she just offers me a choice of any task in the set.
Edit: I created a task array in the npc's .pl file, all I need to know is how i can check if the PC has completed the prior quest. I see that info in the completed_tasks table, I'm just not sure how to get at it from the perl file.
thanks
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07-30-2010, 08:57 PM
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Sarnak
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Join Date: Jul 2010
Posts: 36
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07-31-2010, 07:38 PM
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Sarnak
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Join Date: Jul 2010
Posts: 36
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Unless I'm missing something, this script doesnt actually seem to work. The problem seems to be that it returns the same ID as the active / last completed quest as the next one, which is completed and not repeatable, causing the NPC to not actuall pop the next quest. If i put an if statement in to manually tell it to pop task 213 (the next task in the taskset) that works.
Code:
# This example is based on a TaskSet (TaskSet 200), which consists of tasks 2000, 2001, 2002, 2003 and 2004
#
# The tasks are designed to be performed sequentially. Once one task is completed it cannot be selected again
# and the next task in the sequence is made available.
#
sub EVENT_TASKACCEPTED {
quest::say("You accepted task $task_id");
}
sub EVENT_SAY {
# If the player hasn't completed the last task in the TaskSet
#$activecount = quest::activetasksinset(200);
#$donecount = quest::completedtasksinset(200);
#quest::say("You have $activecount active tasks and $donecount completed tasks in task set 200");
if(!quest::istaskcompleted(quest::lasttaskinset(200))) {
# If the player has no tasks enabled for this task set, enable the first one
if(quest::enabledtaskcount(200) == 0) {
quest::say("You have not done any of my tasks before!");
quest::enabletask(quest::firsttaskinset(200));
}
else {
# The player is enabled for a task in this TaskSet. Is he at the point
# in the task where he needs to speak to this NPC ?
$task = quest::activespeaktask();
if($task != 0) {
# If task != 0, then the player needs to speak to me, find out which activity it is
$activity = quest::activespeakactivity($task);
# Mark the activity as complete
#quest::say("Updating task $task activity $activity");
quest::updatetaskactivity($task, $activity);
quest::say("Well done!");
# If the task is now complete, offer the next task, if there is one
if(!quest::istaskactive($task)) {
quest::disabletask($task);
if($task != quest::lasttaskinset(200)) {
quest::say("Well done, I have another task if you are willing.");
quest::enabletask(quest::nexttaskinset(200, $task));
}
else {
quest::say("Thank you for cleansing Qeynos Hills!");
}
}
}
else {
}
}
# Bring up the task selector, only if the player has no active tasks in this set.
if(quest::activetasksinset(200) == 0) {
quest::tasksetselector(200);
}
}
else {
quest::say("Hail, Hero of Qeynos!");
}
}
Tried adding this: $nexttask = quest::nexttaskinset(11); to get the next ID but it's breaking the script atm.
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07-31-2010, 08:51 PM
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Sarnak
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Join Date: Jul 2010
Posts: 36
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Tried adding this: $nexttask = quest::nexttaskinset(11,$taskid); to get the next ID but it's breaking the script atm. taskid is set manually to a task id in the taskset for now.
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08-01-2010, 12:30 AM
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Sarnak
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Join Date: Jul 2010
Posts: 36
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In case anyone else was having trouble with it, here's a copy of working code that does progressive quests. Change your taskids for the flavor text and the taskset IDs.
Code is pretty messy, there's a lot of comments and debug text, but you get the idea.
Code:
# This example is based on a TaskSet (TaskSet 12), which consists of tasks 120, 121, 122, 123 and 124
#
# The tasks are designed to be performed sequentially. Once one task is completed it cannot be selected again
# and the next task in the sequence is made available.
#
sub EVENT_TASKACCEPTED {
quest::say("You accepted task $task_id");
}
sub EVENT_SAY {
# If the player hasn't completed the last task in the TaskSet
$activecount = quest::activetasksinset(12);
$donecount = quest::completedtasksinset(12);
#$nexttaski = quest::nexttaskinset(12);
$lasttask = quest::lasttaskinset(12);
$activespeaktask = quest::activespeaktask();
#$completed = quest::completedtasksinset(12);
#quest::say("You have $activecount active tasks and $donecount completed tasks in task set 12");
#quest::say("last task in set is $lasttask");
#quest::say("Next task is $nexttaski");
#quest::say("Completed: $completed");
#quest::say("activespeak task is $activespeaktask");
if(!quest::istaskcompleted(quest::lasttaskinset(12))) {
# If the player has no tasks enabled for this task set, enable the first one
if(quest::enabledtaskcount(12) == 0) {
quest::say("You have not done any of my tasks before!");
quest::enabletask(quest::firsttaskinset(12));
}
else {
# The player is enabled for a task in this TaskSet. Is he at the point
# in the task where he needs to speak to this NPC ?
$task = quest::activespeaktask();
#quest::say("and the task nubmer thing is $task");
if($task != 0) {
# If task != 0, then the player needs to speak to me, find out which activity it is
$activity = quest::activespeakactivity($task);
# Mark the activity as complete
#quest::say("Updating task $task activity $activity");
quest::updatetaskactivity($task, $activity);
quest::say("Well done!");
# If the task is now complete, offer the next task, if there is one
if(!quest::istaskactive($task)) {
quest::disabletask($task);
if($task != quest::lasttaskinset(12)) {
quest::say("Well done, I have another task if you are willing.");
#quest::enabletask(quest::nexttaskinset(12, $task));
quest::say("Ok past quest 1, need to find next quest in set.");
#$firsttask = firsttaskinset(12);
#quest::say("First Task in this set is $firsttask");
}
else {
quest::say("Thank you for cleansing Qeynos Hills!");
}
}
}
else {
}
}
# Bring up the task selector, only if the player has no active tasks in this set.
if(quest::activetasksinset(12) == 0) {
$first = quest::firsttaskinset(12);
#quest::say("FIRST TASK IN SET WAS $first");
$completed = quest::completedtasksinset(12);
#quest::say("NUMBER COMPLETED IN SET IS $completed");
$nexttask = $first + $completed;
#quest::say("NEXT TASK ID WILL BE $nexttask");
$lasttask = quest::lasttaskinset(12);
#quest::say("Last task in this set has to be $lasttask");
if ($nexttask <= $lasttask) {
quest::say("pop task $nexttask");
if ($nexttask == 218) {
quest::say("These damn kobolds killed me! What? NO I DO NOT DIE TO EVERY MOB THAT COMES ALONG. Now as I was saying....Let's get some revenge.");
} if ($nexttask == 219) {
quest::say("Just don't bring me Kiri...I want one that heals....");
} if ($nexttask == 220) {
quest::say("Have I told you about my love for tennis? Man I could talk about that all day....OK OK...Let's try this next...");
} if ($nexttask == 221) {
quest::say("The King! I bet my wife has a quest just like this one!");
} if ($nexttask == 222) {
quest::say("I'm not talking about Elvis or Mal here.");
} if ($nexttask == 223) {
quest::say("I really have to get back to the court, so I'm just gonna toss this out. This will take you a while.");
}else {
quest::say("Let's do another one!");
}
quest::enabletask($nexttask);
quest::taskselector($nexttask);
} else {
quest::say("done!");
}
#quest::tasksetselector(12);
}
}
else {
quest::say("Hail, Slayer of Gobbies!");
}
}
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