Dori Posted June 9, 2015 Posted June 9, 2015 Currently when you are doing an hunting quest with a party, the party has to be close by to each other for the kill count to be shared. I want to make it so that the party gets the kill count shared regardless of their position, in the same map. How do I go about doing this? Help is appreciated, thanks. Quote
Aleos Posted June 16, 2015 Posted June 16, 2015 Sorry, thought you were talking about the custom hunting missions quests. For the actual quest system then you'll have to change a bit of source. mob.c if( sd->status.party_id ) map_foreachinrange(quest_update_objective_sub,&md->bl,AREA_SIZE,BL_PC,sd->status.party_id,md->mob_id); You'll need to make it something like: if( sd->status.party_id ) map_foreachinmap(quest_update_objective_sub, md->bl.m, BL_PC, sd->status.party_id, md->mob_id); 2 Quote
Aleos Posted June 12, 2015 Posted June 12, 2015 .Party = 3; // Party options: 0 (exclude party kills), 1 (include party kills), 2 (same map only), 3 (screen area only) Just change that to 2. Quote
Dori Posted June 13, 2015 Author Posted June 13, 2015 (edited) So...I want this for ever single quest in-game.. Making an Oninit script like the one below would do that? OnInit: .Party = 3; // Party options: 0 (exclude party kills), 1 (include party kills), 2 (same map only), 3 (screen area only) end; } Edited June 13, 2015 by Phenex Quote
Dori Posted June 15, 2015 Author Posted June 15, 2015 Is there any way to do this through src instead of script? Quote
Question
Dori
Currently when you are doing an hunting quest with a party, the party has to be close by to each other for the kill count to be shared.
I want to make it so that the party gets the kill count shared regardless of their position, in the same map. How do I go about doing this?
Help is appreciated, thanks.
6 answers to this question
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