/reload quests

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Jabantiz
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/reload quests

Post by Jabantiz » Sun Jul 06, 2014 2:26 am

Currently when doing a /reload quests it will call the Accepted function for any quests the player has and the Reload function is only ever called when the player logs in. Is there a reason why this is done? And any thoughts on changing it so Reload is called when a /reload quests is done?

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John Adams
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Re: /reload quests

Post by John Adams » Sun Jul 06, 2014 10:05 am

Of course there's a reason for it, but whether it's still valid is completely up to you :) Searching these forums, I found little info on the /reload quests function, but this post by LE was apparently when a "Reload()" function was also implemented.

Jabantiz
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Location: California

Re: /reload quests

Post by Jabantiz » Sun Jul 06, 2014 11:54 am

Read the post you linked as well as some others that showed up in a search and all I really found was info about the lua reload function
LethalEncounter wrote:For reloaded quests from the DB I am calling a special LUA function called Reload(Quest, QuestGiver, Player, Step) that allows you to customize the quest depending on which step the player is on.
Still not sure why "Accept" is called on /reload quests, and I honestly can't see the reason why, unless it was simply /reload quests was implemented before the lua Reload function which I think is the case.

The main reason why I am asking is because most Accept function have NPC dialog in it and every time you /reload it pops up and was annoying me.

Also, as it currently is, nothing will really update for players (Dev making the script) currently logged in and past step 1 in the quest, if it is switched to reload then all the additional task groups and steps should be updated like they would when you log back in.

EDIT: After looking into this it is more complicated then I originally thought so not going to waste time on it right now, would rather work on content then waste to much time on a dev only feature.

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