Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Sun Feb 23, 2025 3:31 pm

All times are UTC - 8 hours




Post new topic Reply to topic  [ 13 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: Quests --> Multi-item hand in
PostPosted: Wed Mar 31, 2010 9:33 am 
Offline
Mortal

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 677
Location: The great white north
There are several quests that require you to collect more than one of the same item, sometimes more than 100, such as badges, eyeballs, three-toed sloth corpses.

Right now you are either
    a) forced to sit there for extended periods of time typing "give head centaur" innuendo intended
    b) create some sort of script that automatically hands them in (WARNING - THIS IS ILLEGAL AND WILL GET YOU CURSED/DELETED)
    c) Don't do the quest
What I suggest is a means to "give all.arrow grok" which will give all of a specific item to the target and would work with both players and NPCs.


Top
 Profile  
Reply with quote  
 Post subject: Re: Quests --> Multi-item hand in
PostPosted: Wed Mar 31, 2010 9:51 am 
Offline
Mortal

Joined: Fri Oct 17, 2003 10:06 am
Posts: 719
Rennus_Dragonsbane wrote:
There are several quests that require you to collect more than one of the same item, sometimes more than 100, such as badges, eyeballs, three-toed sloth corpses.

Right now you are either
    a) forced to sit there for extended periods of time typing "give head centaur" innuendo intended
    b) create some sort of script that automatically hands them in (WARNING - THIS IS ILLEGAL AND WILL GET YOU CURSED/DELETED)
    c) Don't do the quest
What I suggest is a means to "give all.arrow grok" which will give all of a specific item to the target and would work with both players and NPCs.


I may be wrong, but this should be something that is possible just by recoding the quest. My guess is that it's currently works like give xxx noob. Then the quest NPC verifies the item is in its inventory, then deletes the item, then sets your quest bit, and then says gimme moar now.

It should theoretically be possible to have it built on a timer so that when you give something to the quest NPC it starts a timer, whenever you give an item to the NPC it resets the timer, then once you stop giving it items the timer finally will run through and begin an if loop for the item in its inventory self incrementing within the script, and then once finished with all the items in its inventory setting your quest flag with the appropriate number of items you turned in.

This should allow you to just use the current system of spamming without recoding the give command, but hey whichever is easier :P


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Wed Mar 31, 2010 9:56 am 
Offline
Mortal

Joined: Fri Jan 21, 2005 2:37 pm
Posts: 391
Or the imms could just make an exception to the trigger rule for these types of quests.. It takes a lot less work and will make a lot of people happy!

Pretty please?


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Wed Mar 31, 2010 10:05 am 
Offline
Mortal

Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
I use an alias for these kind of quests that looks like this:
>turnin scout 20 tentacles

for i=1, i=[parameter 2], i++
delay 5*i Send(give [parameter 3] [parameter 1])
end

This way I just sit in the room and my client immediately sets to work handing them over at regular intervals.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Wed Mar 31, 2010 10:11 am 
Offline
Mortal

Joined: Fri Jan 21, 2005 2:37 pm
Posts: 391
Oh man.. Here's where I show my big, hairy newbie mole to the world and ask, how the heck would you set that up for zmud?


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Wed Mar 31, 2010 10:13 am 
Offline
Mortal

Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
Don't be ashamed. Every client is different.

I don't know how I'd do that in zmud, to be honest. You'd want to...

1. make an alias
2. figure out how to implement a for function in zmud (help files!)
3. figure out how to implement a delay (then do this) function in zmud. They might call it a Timer. You might not need a for loop if you can configure a timer's number of iterations. (help files!)

Go exploring, see what you can find. Exploring help files and configurations is just as fruitful as exploring Pyrathia, I believe.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Wed Mar 31, 2010 12:48 pm 
Offline
Webadmin

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 2732
Location: Australia
SK Character: Viltrax
Easiest zmud method:
Code:
#10 give marble fred


Just like creation:
Code:
#15 one


:)


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Wed Mar 31, 2010 12:51 pm 
Offline
Webadmin

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 2732
Location: Australia
SK Character: Viltrax
3 of Pentacles wrote:
Or the imms could just make an exception to the trigger rule for these types of quests.. It takes a lot less work and will make a lot of people happy!

Pretty please?


Allowing exceptions for triggers will never happen.

Essentially, what this thread is reporting is a rather awkward script. Personally I would prefer a script to combine multiple items into a bigger item, such that:

1. You still need to collect 100 or whatever of the original, let's say iron ore
2. Some script combines 10 ores into an iron bar
3. 10 bars then combine into an iron anvil
...and the coyote will only accept the anvil for his cunning plan, since the iron ore and iron bars will not stop the road runner. :)


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Wed Mar 31, 2010 12:56 pm 
Offline
Mortal

Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
The item itself should have a script to turn 30 of itself, in an inventory, into a returnable item.


You know, like in WoW with lesser essences.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Wed Mar 31, 2010 1:38 pm 
Offline
Webadmin

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 2732
Location: Australia
SK Character: Viltrax
grep wrote:
The item itself should have a script to turn 30 of itself, in an inventory, into a returnable item.


Scripts can't fire from inventory, last I checked.


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 13 posts ]  Go to page 1, 2  Next

All times are UTC - 8 hours


Who is online

Users browsing this forum: Majestic-12 [Bot] and 141 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group