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Author Topic: Questmaster  (Read 3115 times)
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GenmaC
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« on: September 19, 2004, 11:16:38 PM »

http://dualtranslations.org/files/questmaster.zip

Assigns "retrieval" or "bounty" missions.  Player must find an item or kill a monster to receive quest reward.

Pretty much everything is configurable.  Quests "expire" after an admin settable number of days.  Questing costs the player an admin settable amount of gold, which is returned IF they successfully complete the quest.
« Last Edit: November 29, 2004, 09:00:26 AM by GenmaC » Logged



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Spider
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« Reply #1 on: September 20, 2004, 05:40:37 AM »

very nice Smiley

I was actually working on something a little like this to go inside one of my modules.  I might have a closer look later and with your permission can I use some of your code in one of my modules?

the mere fact that it's possible to do this in 9.8 is awesome Smiley
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GenmaC
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« Reply #2 on: September 25, 2004, 06:00:31 PM »

go for it

also there was a slight bug involving quotes which caused things to croak when the mob was named like Someone's Grandfather...I'll zip up a new version soon.
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« Reply #3 on: September 29, 2004, 10:32:37 AM »

Excuse me sir, but some of my players are having a problem. Some of them, it works fine, but most of them do not recieve a creature to kill. Can you look into this please?
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WebPixie
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« Reply #4 on: November 13, 2004, 07:57:11 AM »

I tried this mod and it looks like it could be a good addition to the game, a nice "Oh look the monster I need to kill!" when you get the right monster, so I've been playing around with it.

The only real problem I see is if the user goes to the questmaster at, lets say, level 5, gets a quest to kill a level 5 monster then levels to 6 before he finds that monster, he will not be able to finish the quest unless he "slums" for it, and then only until he reaches level 7 when he will be unable to get the critter at all.

So I added an expiration when they level that cancels the quest, but does anyone else have a better idea then just cancelling it? Maybe they should lose something if they fail to get the critter by their next train or they can't do a quest for 2 levels if they don't finish? Or should it just wipe the record clean and let them get a new quest?

As soon as I get an idea about any consequences to failing to complete the quest I will upload it here for every. Smiley

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GenmaC
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« Reply #5 on: November 15, 2004, 01:18:51 PM »

This is what I've got planned to implement, but I've been busy lately:

Questing "fee" - a down payment when the player takes a quest.  This fee is returned as part of the reward when the player completes the quest.

Quest Expiration - after X number of days the quest "expires" and the questing fee is lost if the player has not yet completed the quest.
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« Reply #6 on: November 16, 2004, 06:39:57 AM »

alternatively you could set up a mock fight as a forest special to go with the quest, so that if you encounter the event and you're on a quest for the monster, you will meet said monster.

That way there's always a chance you'll meet what you're looking for even if you've leveled up since you took the quest on.
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Dopple
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« Reply #7 on: November 16, 2004, 07:52:45 AM »

Ya know, if you did it as the forest special idea, then the quest could be for other things in addition to monsters..  Maybe a search for a special kind of flower, or certain type of  gem...

Could get really fancy and make it possible to drop-in quest modules.

Hmmm.... if I'm not careful here, I'll end up convincing myself to start coding it...   Grin
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GenmaC
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« Reply #8 on: November 16, 2004, 02:32:37 PM »

Yeah the code is already setup to either give them a "kill" quest or a "find item" quest, but the "find item" has 0% chance of being given because I hadn't come up with a good way to do items at that point.
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robert
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« Reply #9 on: November 16, 2004, 02:43:27 PM »

Hi Mike, Take a look at Anpera's items table - how it was used in the House script for 097 - may give you some ideas.
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WebPixie
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« Reply #10 on: November 16, 2004, 05:40:00 PM »

Lonny also uses a find code in his mods. trading has a find function that lets you find items while hunting/in his castle that can be sold at the trading post too.
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Arune
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« Reply #11 on: November 22, 2004, 11:41:20 AM »

Wanted to check status on this? My user's when last using it keep getting a :

You are currently sworn to kill .

Is there a fix available for this? I really like the module just  it only works some of the time.
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« Reply #12 on: November 23, 2004, 05:01:43 AM »

Could get really fancy and make it possible to drop-in quest modules.

Would be much easier to handle it like alignments. A central quest handler with module hooks to forest (for forest events) village (for village events) and all of that jazz.
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XChrisX
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« Reply #13 on: November 23, 2004, 05:14:38 AM »

I will post links for this and a little small quest for this tonight (within let's say... 4 hours...)

The system is nearly finished... And should ready for shipment Smiley

I just need to add a little stuff to the install and uninstall functions... Is there anyone out there, who knows about SQL and how to "ALTER TABLE" if a specific field doesn't exist!?

EDIT: And I need to supply an english translation Wink
« Last Edit: November 23, 2004, 05:16:22 AM by XChrisX » Logged

Running for more than three years now:
lonnyl
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« Reply #14 on: November 23, 2004, 05:39:15 AM »

I just need to add a little stuff to the install and uninstall functions... Is there anyone out there, who knows about SQL and how to "ALTER TABLE" if a specific field doesn't exist!?


this is what I did in the forums module seems to work well

Code:
//database upgrade
   $sql = "Select userid FROM ".db_prefix("logdforum")." LIMIT 1";
   $result = mysql_query($sql);
   if (!$result) db_query("ALTER TABLE ".db_prefix("logdforum")." ADD `userid` int(11) NOT NULL default '0'");
   //end database upgrade
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