Quest Error

Old bugs stored here for reference.
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John Adams
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Quest Error

Post by John Adams » Fri Mar 20, 2009 9:07 pm

This:

Code: Select all

		if GetDistance (Player, QuestGiver,) < 30 then
Is causing this:
[Status] Loading Quests..
Error loading Quests/ScaleYard/paying_homage_to_the_past.lua:34: unexpected symbol near ')'
[Status] Loaded 144 Quest(s)
Errors like this should be caught on your private server where you are writing and testing scripts, and should not happen on our test server. Please make sure all quest scripts are error free before you submit them.

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Zcoretri
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Re: Quest Error

Post by Zcoretri » Fri Mar 20, 2009 10:36 pm

Errors like this should be caught on your private server where you are writing and testing scripts, and should not happen on our test server. Please make sure all quest scripts are error free before you submit them.
And add to the fact, using /reload quests resets everyones quests. I don't know if just the active quest, or all in your journal.

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Xanibunib
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Re: Quest Error

Post by Xanibunib » Fri Mar 20, 2009 10:49 pm

Sorry, that was my fault...
Village idiot...

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Re: Quest Error

Post by Scatman » Fri Mar 20, 2009 10:55 pm

Every single active quest is reloaded using the Reload function that you provide in the quest. If there is no Reload function, then your quest will simply be reset to step 1 regardless of what step it was previously at. Completed quests do not call the Reload function as they are in a separate table in the database and do not need to be reloaded (to figure out what step a player is on) when zoning or logging off and on.

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Re: Quest Error

Post by John Adams » Sat Mar 21, 2009 10:11 am

Xanibunib wrote:Sorry, that was my fault...
No worries, Xan. We're all in test mode, so no one should have a shit fit on you for resetting something. However, I am going to lock down editing on the Test server after I get the Dev server set up and we will no longer need to worry about this.

The only reason I keep bellaring at you guys to dev on your own servers first is because the constant reloads and/or crashing of the server will only result in driving away player testers - which we need almost as much as we need content at this stage. LE and server Devs cannot identify core issues if players are not there to encounter them. Same with content. Once you guys build a zone and get everything working, the only TRUE test that it is working are players. Drive them off with server issues, we stall.

I lay the true "blame" for this on myself, because I do not have an adequate development environment for you guys, and you have to use what you have available... which is why I made the Dev Repack. Now you DO have a dev environment, so I am asking that you (all) use it. Tweak your scripts as necessary on Tess once you are done, but obvious errors should never exist using this model.

It's like writing C++ code for the Server Core, and not hitting Compile first. You wouldn't do that (right LE? :roll: ), so I ask that you not do the same for Scripting.

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Zcoretri
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Re: Quest Error

Post by Zcoretri » Sat Mar 21, 2009 7:30 pm

Scatman wrote:Every single active quest is reloaded using the Reload function that you provide in the quest. If there is no Reload function, then your quest will simply be reset to step 1 regardless of what step it was previously at. Completed quests do not call the Reload function as they are in a separate table in the database and do not need to be reloaded (to figure out what step a player is on) when zoning or logging off and on.
I have the reload function in my script, but when you are on the first step of one, its always going to start from the beginning :)
Xanibunib wrote:Sorry, that was my fault...
No biggie there Xan, like John said we are testing etc. I just thought it was humorous that each time I got to 4 of 5 items for the quest it got reset.

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Re: Quest Error

Post by John Adams » Sun Mar 22, 2009 7:05 pm

~points and laughs~

Error loading SpawnScripts/ScaleYard/BroodMatronVrimMalthyk.lua:30: unexpected symbol near ')'
Error LUA Spawn Script 'SpawnScripts/ScaleYard/BroodMatronVrimMalthyk.lua'

Code: Select all

			GetLevel(Spawn,) < 3 then
I can always tell when this is a Xan error - like Scat, with his signature ")" missing, Xan always seems to put a comma in with no value after it. :)

So what's going on here, that so many scripts have this dangling comma? If you do not know an ID, maybe leave the section commented out maybe, then we won't see so many errors?

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Re: Quest Error

Post by Scatman » Sun Mar 22, 2009 8:10 pm

At least I have an excuse. :P My cat ate my '0' key so when I type a closing parenthesis, i have to slam the circuit board of my keyboard with my finger :(

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John Adams
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Re: Quest Error

Post by John Adams » Sun Mar 22, 2009 8:29 pm

hah, hey that works for me.

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Re: Quest Error

Post by Xanibunib » Mon Mar 23, 2009 3:34 pm

Wooohooo! My battle with Brood Matron Vrim Malthyk is one step closer to being over! Untill I add the next quest hah... But yeah, that wont happen untill I figure how how to make items such as boxes, shanckles, and skulls, work for quest updates :oops:

These NPCs with like 4 quests are a pain.

Code: Select all

function hailed(NPC, Spawn)
    FaceTarget(NPC, Spawn)
    conversation = CreatConversation

    if HasCompletedQuest(Spawn, QUEST_1) then
        if HasCompletedQuest(spawn, (QUEST_2)then
            GameOver(NPC, Spawn)
        elseif HasQuest(Spawn, QUEST_2) then
            FigureItOutYet(NPC, Spawn)
         end
    elseif HasQuest(Spawn, QUEST_1) then
        AlmostThere(NPC, Spawn)
    else
    AddConversationOption(conversation, "I know... *Cry*")
    StartConversation(conversation, NPC, Spawn, "Bwah haha you think you got it this time!? I think NOT! **Kills your script**")
end
      


Village idiot...

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John Adams
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Re: Quest Error

Post by John Adams » Mon Mar 23, 2009 7:18 pm

Code: Select all

AddConversationOption(conversation, "I know... *Cry*
You do have a propensity for leaving off the ends of your statements... no wonder it is so difficult :wink:

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Xanibunib
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Re: Quest Error

Post by Xanibunib » Tue Mar 24, 2009 12:45 am

Now if my wireless Ap would stop resetting itself all day... ARG! Linksys WAP54G = total crap
Village idiot...

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John Adams
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Re: Quest Error

Post by John Adams » Tue Mar 24, 2009 8:23 am

Hah does it stop working when your cordless phone rings? :D My router is sitting right next to my 2.4GHz phone base station, and when the phone rings, you guys get to wait til I get home to reset it. :)

This is why I have spent months trying to work out a Linux FW/Route solution, so I can take a 5lb sledge to that piece of shit!

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Re: Quest Error

Post by Bion » Tue Mar 24, 2009 10:33 am

you could try a antenna to block out signal coming from one side and it wil give a increased range on the others. I used this before when my neighbors had something that interfered with my router. you can make one from foil and paper :) Here for linux firewall solutions you could try smoothwall or m0n0wall. m0n0wall is freebsd based similar to linux but alot older

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Re: Quest Error

Post by Zcoretri » Tue Mar 24, 2009 11:02 am

Bion wrote:... you can make one from foil and paper :)
Homemade shield...I like it :mrgreen:

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