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Script Quest Commands


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Posted (edited)

Okay well I found the commands I needed but could you help me understand this one?

*checkquest(<ID>{,PLAYTIME|HUNTING})
If no additional argument supplied, return the state of the quest:
-1 = Quest not started (not in quest log)
0  = Quest has been given, but the state is "inactive"
1  = Quest has been given, and the state is "active"
2  = Quest completed

If parameter "PLAYTIME" is supplied:
-1 = Quest not started (not in quest log)
0  = the time limit has not yet been reached
1  = the time limit has not been reached but the quest is marked as complete
2  = the time limit has been reached

If parameter "HUNTING" is supplied:
-1 = Quest not started (not in quest log)
0  = you haven't killed all of the target monsters and the time limit has not been reached.
1  = you haven't killed all of the target monsters but the time limit has been reached.
2  = you've killed all of the target monsters

Edited by Skyrim
Posted

Okay well I found the commands I needed but could you help me understand this one?

*checkquest(<ID>{,PLAYTIME|HUNTING})
If no additional argument supplied, return the state of the quest:
-1 = Quest not started (not in quest log)
0  = Quest has been given, but the state is "inactive"
1  = Quest has been given, and the state is "active"
2  = Quest completed

If parameter "PLAYTIME" is supplied:
-1 = Quest not started (not in quest log)
0  = the time limit has not yet been reached
1  = the time limit has not been reached but the quest is marked as complete
2  = the time limit has been reached

If parameter "HUNTING" is supplied:
-1 = Quest not started (not in quest log)
0  = you haven't killed all of the target monsters and the time limit has not been reached.
1  = you haven't killed all of the target monsters but the time limit has been reached.
2  = you've killed all of the target monsters

I think it does explains itself very well O_o

Posted

Those commands are used in conjunction with the quest_db.

You basically enter your custom quest there and then use the ID for that command. It is used for things like setting a time duration for quests..etc.

Posted

In that instance checkquest was used to give .@orctime a certain value. This value is then used to direct which dialogue/message the player would get from the NPC.

Besides set, you can also probably use it in if statements...

Dunno how else to explain this.

Posted

the "?" and "!" over the npc:

*showevent <state>, <color>;

Show a colored mark in the mini-map like "viewpoint" and an emotion on top of a NPC.
This is used to indicate that a NPC has a quest or an event to certain player/s.

state can be:
0 = disable ( Used to disable and remove the mark and the emotion from the NPC. )
1 = exclamation emotion ( Used to show an important quest event to certain player. )
2 = interrogation emotion ( Used to show an non-important quest event to certain player. )
Other value may cause client crashes.

color can be:
0 = yellow
1 = orange
2 = green
3 = blue
other values show a transparent mark in the mini-map.

Posted

== ?

i guess....the showevent command should be triggered by a players...

by.....enter certain area ? loaded the map ? clicked the NPC ?

just a simple command usage on this,

showevent 1,0; // Exclamation Emotiom
showevent 2,0;  // Interrorgation Emotion

how come will link to such "Quest" System ??:D ??

you can use those Label to trigger it

OnPCLoadMapEvent
OnTouch
Etc

Posted

Because I've noticed alot of new players are joining into the RO world and when I get my server up i'd like to have all the new renewal features working; I already have the recording system working completely with a test server(I got ahold of the replay files); I like to make the most out of official features :D

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