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[EO] Quest system - edited


Qazek
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I succefully installed the quest editor but it dont works….I created the quest and when I try to talk with the npc it doesn't happen anything :cry:
P.S. if i close and re opren my server the quest i saved it dissapears...anyone know why?
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Well if you're using the new EO then the part about not being able to talk to NPC is (probably) neither your fault or the code's, its because theres a bug in the engine (happens to me aswell). Dunno about the saving issue though.
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  • 4 weeks later...
@Sekaru:

> I don't think this has ever worked actually, and it is quite old.

It worked at one point. But the revisions to Origins make the additions buggy. I recommend using the new Quest Source system that someone uploaded just recently. It eliminates the .ini file and you can customize the individual quest to your liking directly in source.
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You can make this work with some Tender Love and Care however, it's very limited.  The .ini type has it's advantages, as you can edit the quests in a text editor, but that's really the only up-side to it.  It's a bit slower than other methods.  Though the GetVar and ReadVar APIs are very commonly used in VB6 development, so kudos on that.

A quest system in theory is easy, it took about 2 hours to get on implimented in EO 1.3.1. 

Create a Quest Type on your Server, ie QuestRec, giving it variables like Name, Level, strStart, strInProgress, strComplete, Experience, Gold etc.  Then, define 'Public Quests(1 to MAX_QUESTS) as QuestRec.  Add Quests into your PlayerRec.  Give NPCs as Integer in NpcRec that stores their quest ID.  Make subs to load/save quests, then when it does the Search for Target, if the NPC has a Quest ID > 0, send the data to the client with that quest.  Obviously there's a lot more to it, as you need to update your questlog for every kill, you need to add lots of checks to see if a player has already completed a quest etc, but this is the premise behind how my system works.

Good luck all!
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