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#1
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![]() Hi,
Can anyone confirm or deny that you can MQ Jboots? Thanks, | ||
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#2
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![]() deny
because MQ is not allowed here GG | ||
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#3
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![]() You can't MQ on P99.
__________________
Klaatu (RED)- Fastest Rez Click in Norrath
Klaatu (BLUE) - Eternal 51 Mage Klattu (GREEN) - Baby Cleric | ||
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#4
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![]() yeah I was just told this, disregard or delete!
Thanks! | ||
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#5
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![]() Quote:
__________________
"well, shit son." - ZITHAX ![]() | |||
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#6
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![]() FAIL
MULTI QUESTING | ||
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#7
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![]() Not so much not allowed but doesn't work. The database they use doesn't support it.
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#8
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![]() The database isn't the issue, it is the operation of the perl that handles quests. Time for a little perl 101 I think!
Code:
if (plugin::check_handin(\%itemcount, 10032 => 2, 10000 => 1)) { quest::say("Here is your prize - a lambent star ruby."); quest::summonitem(10117); quest::faction(320,5); quest::faction(291,-15); } None of us on the project were familiar enough with perl when we started, or the emulator in general to be able to see this possible caveat. But as a rule, the system just doesn't allow for quest chains out of the box. I've never tested this hypothesis either and I might not even work how I have it laid out in my mind and not work at all. Using the plugin is what allows for item returns on a bad turn in as well and would go away. In essence it is a double edged sword and a Pandoras Box that I'm not sure we are capable of opening based on staffing levels & time requirements.
__________________
I have walked my way since the beginning of time. Sometimes I give, sometimes I take & it is mine to know which and when.
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#10
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![]() Quote:
For an NPC in the database, store 4 "inventory" fields which each would contain an item number, an iterator (that counts to 4) and (if necessary) the id of the last character to do a handin. When an item is handed in, add that item to the inventory# of the iterator, and iterate. If the iterator = 4, set it to 0. On each handin, check quest completion. If the quest is completed, summon the item, and delete the appropriate inventory items. Additionally, I would think that you could do this in such a way as to keep the majority of your quest code. Possibly writing a simple perl script or find/replace, in conjunction with some external methods, would allow you to affect the majority of the quests to be MQable. In your example: Code:
if (plugin::check_handin(\%itemcount, 10032 => 2, 10000 => 1)) { quest::say("Here is your prize - a lambent star ruby."); quest::summonitem(10117); quest::faction(320,5); quest::faction(291,-15); } Sorry, I'd write up a bunch of pseudo code but I don't even know where to begin with parameters like the above. I don't consider MQing really very important, so I wouldn't expect you to spend alot of time on such a fix. But if you were so inclined, an approach like the above might be worth looking into. Anyway, thanks for the early morning brain teaser. Cheers.
__________________
Kruall - Troll Shaman
Ferok - Dwarf Warrior | |||
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