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Hello,
This time I'll explain a bit how the new system exactly works.
At begining, I would like to point, its based of Gesior idea, however it was completely rewritten and tested.
How it exactly works and what's the difference
The system is completely different from old one. In the old one, you could give player only one reward, only from chest and storage key had to be exactly same, as item id, so you couldn't do two quests for same item.
Here, you may give reward player with any amount of items, 'from' any item (not only container!) and you are controling what storage key should be used- everything from your map edtior!
Here's a screenie from Gesior- please note to not follow steps on this screenshot as its outdated:
and a bit old from me:
Basic usage
You have to place on map a chest... Oops, sorry, ANYTHING! Then, set for it an actionid 2000 and uniqueid you wish, but watch out- it will be used as storage for player!
Now, if the item is not a container, just save your map and run on server- reward will be a clone of the item you've used.
If not, then put to the container item(s) you wish to be as reward(s).
Follow the save and run part, and poff, you've just designed a quest!
Advanced usage
You want an advanced quest, where you can pick only 1 reward? No problem! But, it will be a bit harded.
Follow the #Basic usage# instructions, but instead of actionid 2000 set an id you wish (Remember: actionid has to be above 2000 and free!) and do not set any uniqueid.
Now, enter data/actions/scripts/quests and open system.lua.
In specialQuests table add the following:
where actionid is actionid you have used above, and storageid is storage key you want to be used for your quest.
Save and close the file.
Time to update data/actions/actions.xml - find out:
Again save, close and follow the save-run-test part from #Basic usage# :thumbup:
(Optional)Quest experience:
You want your players to obtain experience from new quest? Easy!
Enter data/actions/scripts/quests, open system.lua and in questsExperience table add the following:
where storageid is storage key you are using for your quest- in case of:
a) advanced quest- its pre-defined key by you, some lines above; b) basic quest- its uniqueid you've set in map editor;
and experience is amount of experience points players should gain.
Save and close the file.
Hope this will help someone though, the system is very easy to understand.
This time I'll explain a bit how the new system exactly works.
At begining, I would like to point, its based of Gesior idea, however it was completely rewritten and tested.
How it exactly works and what's the difference
The system is completely different from old one. In the old one, you could give player only one reward, only from chest and storage key had to be exactly same, as item id, so you couldn't do two quests for same item.
Here, you may give reward player with any amount of items, 'from' any item (not only container!) and you are controling what storage key should be used- everything from your map edtior!
Here's a screenie from Gesior- please note to not follow steps on this screenshot as its outdated:
and a bit old from me:
Basic usage
You have to place on map a chest... Oops, sorry, ANYTHING! Then, set for it an actionid 2000 and uniqueid you wish, but watch out- it will be used as storage for player!
Now, if the item is not a container, just save your map and run on server- reward will be a clone of the item you've used.
If not, then put to the container item(s) you wish to be as reward(s).
Follow the save and run part, and poff, you've just designed a quest!
Advanced usage
You want an advanced quest, where you can pick only 1 reward? No problem! But, it will be a bit harded.
Follow the #Basic usage# instructions, but instead of actionid 2000 set an id you wish (Remember: actionid has to be above 2000 and free!) and do not set any uniqueid.
Now, enter data/actions/scripts/quests and open system.lua.
In specialQuests table add the following:
Code:
[actionid] = storageid
Save and close the file.
Time to update data/actions/actions.xml - find out:
Code:
<action actionid="2000" script="quests/system.lua"/>[code]
and add below:
[code]<action actionid="actionid" script="quests/system.lua"/>
(Optional)Quest experience:
You want your players to obtain experience from new quest? Easy!
Enter data/actions/scripts/quests, open system.lua and in questsExperience table add the following:
Code:
[storageid] = experience
a) advanced quest- its pre-defined key by you, some lines above; b) basic quest- its uniqueid you've set in map editor;
and experience is amount of experience points players should gain.
Save and close the file.
Hope this will help someone though, the system is very easy to understand.
Last edited: