mkldoido Posted July 3, 2011 Share Posted July 3, 2011 **Error:** "Method or data member not found"**in ".PlayerQuest", of function:**```Public Function QuestInProgress(ByVal index As Long, ByVal QuestNum As Long) As Boolean  QuestInProgress = False  If QuestNum < 1 Or QuestNum > MAX_QUESTS Then Exit Function  If Player(index)[.PlayerQuest(QuestNum).Status = QUEST_STARTED Then 'Status=1 means started    QuestInProgress = True  End If  End Function```Anyone helpme???I declared all Types, and yet add modules… Link to comment Share on other sites More sharing options...
Antisora Posted July 3, 2011 Share Posted July 3, 2011 @jcsnider:> He added the modules to the src folder but never added them to the project, I fixed it through teamviewer. Issue Resolved :DThanks for that, still trying to find a way to properly thank you Link to comment Share on other sites More sharing options...
erkro1 Posted July 4, 2011 Share Posted July 4, 2011 @mkldoido:> **Error:** "Method or data member not found"> > **in ".PlayerQuest", of function:**> > ```> Public Function QuestInProgress(ByVal index As Long, ByVal QuestNum As Long) As Boolean>   QuestInProgress = False>   If QuestNum < 1 Or QuestNum > MAX_QUESTS Then Exit Function> >   If Player(index)[.PlayerQuest(QuestNum).Status = QUEST_STARTED Then 'Status=1 means started>     QuestInProgress = True>   End If>   End Function> ```> Anyone helpme???> I declared all Types, and yet add modules…Replace it with this :```Public Function QuestInProgress(ByVal index As Long, ByVal QuestNum As Long) As Boolean  QuestInProgress = False  If QuestNum < 1 Or QuestNum > MAX_QUESTS Then Exit Function  If Player(index).PlayerQuest(QuestNum).Status = QUEST_STARTED Then 'Status=1 means started    QuestInProgress = True  End If  End Function```* * *Also, I've made a fix for taking/giving items on the start of a quest :In **modHandleData** replace **HandlePlayerHandleQuest** with this :```Sub HandlePlayerHandleQuest(ByVal index As Long, ByRef Data() As Byte, ByVal StartAddr As Long, ByVal ExtraVar As Long)Dim Buffer As clsBufferDim QuestNum As Long, Order As LongSet Buffer = New clsBufferBuffer.WriteBytes Data()QuestNum = Buffer.ReadLongOrder = Buffer.ReadLong '1 = accept, 2 = cancelIf Order = 1 ThenPlayer(index).PlayerQuest(QuestNum).Status = QUEST_STARTED '1Player(index).PlayerQuest(QuestNum).ActualTask = 1Player(index).PlayerQuest(QuestNum).CurrentCount = 0PlayerMsg index, "New quest accepted: " & Trim$(Quest(QuestNum).Name) & "!", BrightGreen  If Quest(QuestNum).StartItem > 0 And Quest(QuestNum).StartItemValue > 0 Then  GiveInvItem index, Quest(QuestNum).StartItem, Quest(QuestNum).StartItemValue  End If  If HasItem(index, Quest(QuestNum).StartRemoveItem) And Quest(QuestNum).StartRemoveItem > 0 And Quest(QuestNum).StartRemoveItemValue > 0 Then  TakeInvItem index, Quest(QuestNum).StartRemoveItem, Quest(QuestNum).StartRemoveItemValue  End IfElseIf Order = 2 ThenPlayer(index).PlayerQuest(QuestNum).Status = QUEST_NOT_STARTED '2End IfSavePlayer indexSendPlayerData indexSendPlayerQuest index, QuestNumSet Buffer = NothingEnd Sub``` Link to comment Share on other sites More sharing options...
Guest Posted July 4, 2011 Share Posted July 4, 2011 just tried it out, seems its backwards on when it gives takes, but it at least is better than it was. i made a few quests to test it out. instead of giving on start and taking on end it will eithera. give on start, not take on end. orb. take on start, give on end.this was tried with combinations of multiple tasks, single tasks, talk to, get from, give to, take on start, give on start. and lastly it will give items in stack form, so its not good to give more than 1 item, you drop stack on ground, its instantly just 1 item again. again tho still better than before. Link to comment Share on other sites More sharing options...
erkro1 Posted July 4, 2011 Share Posted July 4, 2011 @sotvotkong:> just tried it out, seems its backwards on when it gives takes, but it at least is better than it was. i made a few quests to test it out. instead of giving on start and taking on end it will either> > a. give on start, not take on end. > or> b. take on start, give on end.> > this was tried with combinations of multiple tasks, single tasks, talk to, get from, give to, take on start, give on start. > > and lastly it will give items in stack form, so its not good to give more than 1 item, you drop stack on ground, its instantly just 1 item again. > > again tho still better than before.I know it isn't perfect, I'm still improving it. ;)Also, this fixes only take/give item **at start** Link to comment Share on other sites More sharing options...
Guest Posted July 4, 2011 Share Posted July 4, 2011 @Erwin:> I know it isn't perfect, I'm still improving it. ;)> Also, this fixes only take/give item **at start**yea i was thinking that. during my testing it seems as tho that was the case. as for the on starts, if used seperatly they work as intended, if used in same quest on multi task, it works backwards lol. Link to comment Share on other sites More sharing options...
askumi Posted July 4, 2011 Share Posted July 4, 2011 im getting some runtime error.."Run-time error '9':Subscript out of range"it happens when i hit end to open up my questlog Link to comment Share on other sites More sharing options...
erkro1 Posted July 5, 2011 Share Posted July 5, 2011 @askumi:> im getting some runtime error..> > "Run-time error '9':> Subscript out of range"> > it happens when i hit end to open up my questlogRun it in the IDE and click Debug ehen error comes up, and tell us what line he's selecting. Link to comment Share on other sites More sharing options...
Weegee Posted July 5, 2011 Share Posted July 5, 2011 This is good still has some bugs though. Link to comment Share on other sites More sharing options...
Dennys Posted July 7, 2011 Share Posted July 7, 2011 ~~Im getting a RTE 9 when i try to open quest log. The error sends me to the line In clsBuffer Public Sub WriteBytesIm using EO 2.0~~Nvm i fixed it, i was just missing some lines from the tutorial, Sorry. Great Quest System. :P Link to comment Share on other sites More sharing options...
shadowdeath Posted July 10, 2011 Share Posted July 10, 2011 Works Great.Simple Question though,How about adding a button to view the quest log?Anyone give me a hand?I'd appreciate it. :) Link to comment Share on other sites More sharing options...
erkro1 Posted July 10, 2011 Share Posted July 10, 2011 @shadowdeath:> Works Great.> Simple Question though,> How about adding a button to view the quest log?> Anyone give me a hand?> I'd appreciate it. :)I'll make a tutorial for that tomorrow and ill post it in this thread.I also gonna add a 'Train resource' fix ;) Link to comment Share on other sites More sharing options...
shadowdeath Posted July 10, 2011 Share Posted July 10, 2011 K.Thanks dude. Link to comment Share on other sites More sharing options...
erkro1 Posted July 11, 2011 Share Posted July 11, 2011 @shadowdeath:> K.> Thanks dude.Your welcome, just improving the system and sharing it with the community. ;) Link to comment Share on other sites More sharing options...
shadowdeath Posted July 11, 2011 Share Posted July 11, 2011 So, when you going to post how to do it? Link to comment Share on other sites More sharing options...
erkro1 Posted July 11, 2011 Share Posted July 11, 2011 @shadowdeath:> So, when you going to post how to do it?I was kinda busy today, I'll post it tomorrow, sorry. Link to comment Share on other sites More sharing options...
shadowdeath Posted July 11, 2011 Share Posted July 11, 2011 Hey, quick question.I have a different folder which has a project that already has a Quest Button.If I copy and paste that data over mine, (Just the VB Project Files, etc.) not the actual maps, etc.Will that erase the quests I already have made? Link to comment Share on other sites More sharing options...
erkro1 Posted July 12, 2011 Share Posted July 12, 2011 **Quest Log Button Tutorial****Client Side**Alright, first **make a button somewere in picMain**, make sure Visible = True.Double click on the button and **add this in the button_click sub** :```UpdateQuestLog      If picQuestLog.Visible Then        ShowQuestLogPage 1      Else        picQuestLog.Visible = True        picInventory.Visible = False        picCharacter.Visible = False        picSpells.Visible = False        picOptions.Visible = False        picParty.Visible = False     End If```And there we have our Quest Log Button ;)* * ***Fix for 'Train Resource' quest type****Server Side**In **modPlayer** in **Sub CheckResource** under :```' carry onGiveInvItem index, Resource(Resource_index).ItemReward(FinalReward), 1SendAnimation GetPlayerMap(index), Resource(Resource_index).Animation, rX, rY```Add :```Call CheckTasks(index, QUEST_TYPE_GOTRAIN, Resource_index)```And now the Train Resource quest type works. ;) Link to comment Share on other sites More sharing options...
shadowdeath Posted July 12, 2011 Share Posted July 12, 2011 Thanks dude. :D Link to comment Share on other sites More sharing options...
terabin Posted July 13, 2011 Share Posted July 13, 2011 I finished the tutorial.but when I attack it nothing happens … Link to comment Share on other sites More sharing options...
erkro1 Posted July 14, 2011 Share Posted July 14, 2011 @terabin:> I finished the tutorial.> but when I attack it nothing happens …Add some health and stats to the NPC. Link to comment Share on other sites More sharing options...
terabin Posted July 14, 2011 Share Posted July 14, 2011 But when I start the mission to kill an NPC, so I kill the NPC the following error occurs:![](http://www.baixa.la/arquivos/371910_imagem.png)Run Time Error "9"Subscript out of rangehelp plis =/ Link to comment Share on other sites More sharing options...
shadowdeath Posted July 14, 2011 Share Posted July 14, 2011 You probably added the code in wrong.Download his base version and then try. Link to comment Share on other sites More sharing options...
terabin Posted July 15, 2011 Share Posted July 15, 2011 no have errors o.o Link to comment Share on other sites More sharing options...
shadowdeath Posted July 15, 2011 Share Posted July 15, 2011 What? Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now