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ohnoitsbenjii

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Posts posted by ohnoitsbenjii

  1. Just a scary, scary thought to dig into your mind:
    Class-required quests, all of which are coming from the same NPC?

    Just wondering if it's possible. Not asking you to pull a code out of nowhere. haha.

    P.S: Might you be able to add a feature where pressing ctrl or enter also allows you to exit the dialogue window, so that users don't have to grab their mouse for half a moment, just to go right back to their keyboards to move? [That being said, perhaps a Y/N (A/D?) to go along with the accept/decline options, as well?]

    P.P.S: Sorry, haha. I come up with new questions as I play with it, and I'm trying to keep from double posting. Um, I've removed everything that has to do with the flash, online players, skill log and quest log from the client. Is there anything that needs to be removed from the server so as not to cause an error?
  2. Yeah, regardless of whether I use your original modQuest coding or mine, the npc still refuses to initiate the quest, nor will it call any sort of player message. I've made sure I have every bit of coding needed for the entire quest system, and I do. I don't know what could be the problem.
  3. @iSkweek:

    > Just use more checkpoints.
    >
    > like: checkpoint = 0 start of quest 1
    > checkpoint = 1 started quest 1
    > checkpoint = 2 finished quest 1
    > checkpoint = 3 start of quest 2
    >
    > etc etc :)

    So, a "checkpoint" Is the case inside each case, am i right?
    also, sorry for so many questions. Where exactly would I put in that code you posted to add a UI to the quest boxes?
  4. I've tried adding multiple quests on top of one npc, like so:

    ```
    Option Explicit

    Public Sub QuestScript(attacker, Script)

    Select Case Script

    Case 1
    If Player(attacker).NPCQuest(Int(Script)).NPCQuestProgress = 3 Then
    Call PlayerMsg(attacker, "I have nothing more for you.", Green)
    ElseIf Player(attacker).NPCQuest(Int(Script)).NPCQuestProgress = 2 Then
    If HasItem(attacker, 4) Then
    Call TakeInvItem(attacker, 4, 0)
    Call PlayerMsg(attacker, "Angel: thanks, dude", Green)
    Call PlayerMsg(attacker, "You just obtained 200 Gold!", Green)
    Call GiveInvItem(attacker, 1, 200, True)
    Player(attacker).NPCQuest(Int(Script)).NPCQuestProgress = 3
    Else
    Call PlayerMsg(attacker, "Angel: I really don't know where to get one. haha.", Green)
    End If
    If Player(attacker).NPCQuest(Int(Script)).NPCQuestProgress = 2 Then
    Call PlayerMsg(attacker, "Angel: Now go get the other item", Green)
    ElseIf Player(attacker).NPCQuest(Int(Script)).NPCQuestProgress = 1 Then
    If HasItem(attacker, 3) Then
    Call TakeInvItem(attacker, 3, 0)
    Call PlayerMsg(attacker, "Angel: Wow, I needed this. Now I can make a stronger potion! Here's your reward.", Green)
    Call PlayerMsg(attacker, "You just obtained 100 Gold!", Green)
    Call GiveInvItem(attacker, 1, 100, True)
    Player(attacker).NPCQuest(Int(Script)).NPCQuestProgress = 2
    Else
    Call PlayerMsg(attacker, "Angel: I believe you can get a Weird Potion by cutting down one of these trees, don't know how you obtain a Potion for it though haha.", Green)
    End If
    ElseIf Player(attacker).NPCQuest(Int(Script)).NPCQuestProgress = 0 Then
    Call PlayerMsg(attacker, "Angel: Hey.. Maybe you can help me, I like to get a Weird Potion? I'll reward you...", Green)
    Player(attacker).NPCQuest(Int(Script)).NPCQuestProgress = 1
    End If
    Exit Sub

    Case 2
    Exit Sub

    Case 3
    Exit Sub

    Case 4
    Exit Sub

    Case 5
    Exit Sub

    Case Else
    Call PlayerMsg(attacker, "There is no quest script for NPC Number " & Int(Script) & ". Check the source..", BrightRed)
    Exit Sub

    End Select
    End Sub

    ```
    but when compiling, it tells me that case 2 needs a new select case, which doesn't make sense? I'm not sure if I'm doing it wrong, or if piling multiple quests on one NPC is unaccpetable.. but my entire game needs to be based off the quests that one person gives you. Bleh.
  5. For whatever reason, I've never been able to use the door or slide options in the map attributes.
    Is there a certain pre-requisite, or have I messed something up in the source coding?
    I haven't touched anything in the coding intentionally, I know that for sure.
  6. I've added Alatar's checkpoint attribute to my game: [http://www.touchofdeathforums.com/smf/index.php/topic,64302.0.html](http://www.touchofdeathforums.com/smf/index.php/topic,64302.0.html)

    Might anyone show me how to:

    1\. Create a "gate out" button that would send characters to their last checkpoint,
    2\. Create a dungeon moral (if it would be under moral?) so that the gate out could not be used in dungeons, and
    3\. Create a consumable item that would be the equivalent of the gate out, that COULD be used in dungeons?

    Your support is greatly appreciated. <3 I'm fairly new to sourcing, but through adding a few things, I've learned quite a bit.
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