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tr0n's Questboard [1.6.5]


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Awesome! Good to hear!

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Sry, I have to do it next week! I'm at the Gamescom the whole Week.

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Suggestion:

Quest Limitation like:

1. can only be done Once.

2. can only be done Once a Day (or certain Time).

3. Repeatedly (default)

biggrin.png

Hi,

can you also add this? hehe.. if you don't mind. thx

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Check the last update. It's already added.

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How to make the Quest Cooldown account base?

So everytime the quest done all character in one account cant take that quest until the cooldown gone.

And there is no abuse for the quest.

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How to make the Quest Cooldown account base?

So everytime the quest done all character in one account cant take that quest until the cooldown gone.

And there is no abuse for the quest.

the delay is charbound. Check line 263:

//Quest Delay (seconds)
//24 hours = 86400 seconds
set .quest_delay, 0;

If you want it account bound, change the variable:

(.@selection + "_hunting_delay")
and
(.@selection + "_collection_delay")

to

("#" + .@selection + "_hunting_delay")
and
("#" + .@selection + "_collection_delay")

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I change this:

set .@selection,select(.@huntmenu$);
if(gettimetick(2) < getd(.@selection + "_hunting_delay")){
 set .@time_left, getd(.@selection + "_hunting_delay")-gettimetick(2);
 mes "[^FF7700Questboard^000000]";
 if(.@time_left < 60) mes "You have to wait ^0000FF"+.@time_left+" seconds^000000 to do this quest again.";
 if(.@time_left < 3600) mes "You have to wait ^0000FF"+.@time_left/60+" minutes^000000 to do this quest again.";
 mes "You have to wait ^0000FF"+.@time_left/60/60+" hours^000000 to do this quest again.";
 close;

To this:

set .@selection,select(.@huntmenu$);
if(gettimetick(2) < getd("#" + .@selection + "_hunting_delay")){
 set .@time_left, getd("#" + .@selection + "_hunting_delay")-gettimetick(2);
 mes "[^FF7700Questboard^000000]";
 if(.@time_left < 60) mes "You have to wait ^0000FF"+.@time_left+" seconds^000000 to do this quest again.";
 if(.@time_left < 3600) mes "You have to wait ^0000FF"+.@time_left/60+" minutes^000000 to do this quest again.";
 mes "You have to wait ^0000FF"+.@time_left/60/60+" hours^000000 to do this quest again.";
 close;

also set this: set .quest_delay,3600 ;

but didn't work, there is no cooldown happen after i finish the quest.

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then you did something wrong. character bound works 100%

you have to change line 235 too:

setd(currentquest$ + "_hunting_delay"),gettimetick(2)+.quest_delay;

into:

setd("#" + currentquest$ + "_hunting_delay"),gettimetick(2)+.quest_delay;

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then you did something wrong. character bound works 100%

you have to change line 235 too:

setd(currentquest$ + "_hunting_delay"),gettimetick(2)+.quest_delay;

into:

setd("#" + currentquest$ + "_hunting_delay"),gettimetick(2)+.quest_delay;

After I change that line too the account bound is now working.

But when character A got quest #1 then character B also get that quest after finishing the Quest #1 then submit by character B.

Character A also continue the Quest #1 he got and finish it too.

Its much ok if character A auto stop or end the Quest # 1 he got after Character B finish the Quest # 1.

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then you did something wrong. character bound works 100%

you have to change line 235 too:

setd(currentquest$ + "_hunting_delay"),gettimetick(2)+.quest_delay;

into:

setd("#" + currentquest$ + "_hunting_delay"),gettimetick(2)+.quest_delay;

After I change that line too the account bound is now working.

But when character A got quest #1 then character B also get that quest after finishing the Quest #1 then submit by character B.

Character A also continue the Quest #1 he got and finish it too.

Its much ok if character A auto stop or end the Quest # 1 he got after Character B finish the Quest # 1.

what do you mean by that ?!

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Never mind ill already fixed that problem. thanks

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How could I make the requirement go green instead of red when it met condition. Like Yggdrasil Berry - 80/100ea > Yggdrasil Berry 102/100ea

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I got some bug.

I was make questboard to Account Bound delay 1x24 hour.

When first char accept first mission (not finished yet) then logout change to second char and take first mission too.

Repeat this step, finish it one by one, so we can do first mission many times as much as slot char in account.

*sorry for my bad english.

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is there a way that i can add a +10 Item Reward?

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@Slowbro

There is no feature to do this

@zenz90

that's one of the reasons why I made the script char bound.

It's logical that normal quests are done char bound.

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Hello,

is this script working on rAthena only? or can use also in eAthena?

i have this error

i put this

AddCollection("<Test Quest>",<99>,<99>,<31001>,<1>,<1000000>,<0>,<0>,<501>,<10>,...);

this is the error

[Error]:  Loading NPC file: npc/tNPC/test npc.txt
script error on npc/tNPC/test npc.txt line 273
   parse_simpleexpr: unexpected character
  268 :	    if(.questsloaded==1) end;
  269 :			    set .questsloaded, 1;
  270 :
  271 :			    //Add Collection Quests here
  272 :			    //AddCollection("<Quest Name>",<Min Lvl>,<Max Lvl>,<Rewa
rd|Item ID>,<Reward|Item Amount>,<Zeny Reward>,<Base EXP>,<Job EXP>,<Item ID>,<I
tem Amount>,...);
*  273 :					    AddCollection("<Test Quest>",'<'99>,<99>,<31001>
,<1>,<1000000>,<0>,<0>,<501>,<10>,...);
  274 :
  275 :
  276 :			    //Add Hunting Quests here
  277 :			    //AddHunting("<Quest Name>",<Min Lvl>,<Max Lvl>,<Reward|
Item ID>,<Reward|Item Amount>,<Zeny Reward>,<Base EXP>,<Job EXP>,<Monster ID>,<M
onster Amount>,...);
  278 :					    //AddHunting("<Hunting Quest>",<90>,<98>,<31001>
,<1>,<1000000>,<1>,<1>,<1002>,<10>,...);

for this one without < >

AddCollection("Test Quest",99,99,31001,1,1000000,0,0,501,1,...);

this is the map server said

[Error]:  Loading NPC file: npc/tNPC/test npc.txt
script error on npc/tNPC/test npc.txt line 273
   parse_callfunc: expected ')' to close argument list
  268 :	    if(.questsloaded==1) end;
  269 :			    set .questsloaded, 1;
  270 :
  271 :			    //Add Collection Quests here
  272 :			    //AddCollection("<Quest Name>",<Min Lvl>,<Max Lvl>,<Rewa
rd|Item ID>,<Reward|Item Amount>,<Zeny Reward>,<Base EXP>,<Job EXP>,<Item ID>,<I
tem Amount>,...);
*  273 :					    AddCollection("Test Quest",99,99,31001,1,1000000
,0,0,501,1,.'.'.);
  274 :
  275 :
  276 :			    //Add Hunting Quests here
  277 :			    //AddHunting("<Quest Name>",<Min Lvl>,<Max Lvl>,<Reward|
Item ID>,<Reward|Item Amount>,<Zeny Reward>,<Base EXP>,<Job EXP>,<Monster ID>,<M
onster Amount>,...);
  278 :					    //AddHunting("<Hunting Quest>",<90>,<98>,<31001>
,<1>,<1000000>,<1>,<1>,<1002>,<10>,...);

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Dont add these "<" and ">".

These are unexpected characters.

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Nice !!

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Question: If i Restart the server will be the hunting quest also restart or did the script save the Status in db?

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Will a Party Support come to the script or is the script not supported anymore?

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at the moment it's not supported by me, because I'm very busy with school and work, too.

I already planned the party support but I'm not sure when I will implement it.

 

If someone can understand my script and is experienced in dynamic scripting,

feel free to message me your implementation of party support and I will upload it here with credits,

otherwise just be patient until I did it.

 

I know I announced it a while ago.. Sorry for that. Just know that I'm not gone and I check this site once a day.

 

 

PS. any german person with scripting experience, I love to share knowledge about stuff like this! Message me ;)

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Party Quests would be very cool. For a follow through of how Party Quests could be assigned:

  • Player A organizes a party of X amount of people
  • Player A speaks to NPC to request a party quest
  • If party member count requirement hasn't been met the NPC will reject the party quest request
  • If party member count is reached and NPC detects a player not above a certain level party quest request is rejected
  • If party is disbanded after you accepted a quest, the next time player A speaks to NPC their entire quest will be removed since the party no longer exists. (NPC records player A name and his party ID)
  • When a quest is complete, all members of the party must be present within the map where the party quest NPC is and player A will speak to the NPC to give out rewards to all players registered in the party originally (NPC keeps track of party ID and name of each member in the party originally the moment the quest was first assigned)
  • In order for each member besides the leader in the party to get a reward they must speak to the NPC when the leader states he/she has completed the quest. The NPC will verify their character name & party ID to get the reward. If the party is disbanded before they get the reward then they wont be able to get the reward since they do not exist in a party anymore.
This is just a little idea of mine that might help you brainstorm how the party quest system works. There are several holes in this follow through and major downfalls. Im sure you can come up with something much better. =)

probably I'll put additional idea,

 

1. the member can do the quest saparetly in different map and have the time limitation

2. the quest can be in a long time based quest. The prequisite of the quest must wait for a day or week in order to fullfil the conditions of the quest.

 

so, the teamwork is the key for the succees.

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how can i add two different reward item on every quest hunt?

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how can i add two different reward item on every quest hunt?

 

not possible. Only 1 Item as reward

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Is it possible to make it like this


hunting quest.. kill 10 poring on prt_fild01

if she/he kill on other maps except prt_fild01 it will not count.

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