enable /disable quests
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- Ememjr
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enable /disable quests
do we have a way to flag a quest as enabled or disabled
reason i ask there may be quest we add to the server that some server operators may decide not to use,
ie specail quests for events would be a good example, i know we turn on and off forstfell stuff for spawns, would be nice to be able to enable disable quests as well
reason i ask there may be quest we add to the server that some server operators may decide not to use,
ie specail quests for events would be a good example, i know we turn on and off forstfell stuff for spawns, would be nice to be able to enable disable quests as well
- Cynnar
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Re: enable /disable quests
Hmm, interesting, but if it is a normal every day spawn then there will need to be a secondary script to include the conversation parts needed for those quest.
So to me it seems like it would be just as easy to have a secondary script made for that spawn and then just drop it in when you want to activate the quest.
So to me it seems like it would be just as easy to have a secondary script made for that spawn and then just drop it in when you want to activate the quest.
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Jabantiz
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Re: enable /disable quests
The quest would still need to be loaded so even after the quest vanishes if players still have them they will remain in their quest journal like live. So really the only way to disable them would be to prevent them from getting it. We could add a variable so we could check when offer quest is called to see if it is enable to give the quest or not.
But like cynnar said the best way to disable a quest is to not have the spawn script give it out. The quest givers related to the quest would change, or not be there at all, based on if the quest is active or not so if they are not there the quest can't be obtained and if they are there their script would need to be altered anyway to not give the quest so either way with the changes to the spawn it essentially disables the quest.
But like cynnar said the best way to disable a quest is to not have the spawn script give it out. The quest givers related to the quest would change, or not be there at all, based on if the quest is active or not so if they are not there the quest can't be obtained and if they are there their script would need to be altered anyway to not give the quest so either way with the changes to the spawn it essentially disables the quest.
- Ememjr
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Re: enable /disable quests
ok this will take some thought, dont wnat to have a different script and or modifiy it if you disable a quest, maybe we can stick something the offersquest code and or provides quest code to check if its active
- Cynnar
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Re: enable /disable quests
What quest are you working on that requires it to be disabled? There is a CanReceiveQuest() that might help.
I still think you will have to alter the script. I guess it's possible to see if quest_variable == nil (setting a variable to point to the quest) then to allow or disallow a part of a conversation. I've never tried it though.
I still think you will have to alter the script. I guess it's possible to see if quest_variable == nil (setting a variable to point to the quest) then to allow or disallow a part of a conversation. I've never tried it though.
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- Ememjr
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Re: enable /disable quests
i was just thinking of event quests etc
- Ememjr
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Re: enable /disable quests
ok so here is an idea, since i belive the plan is to have all expansions , events in the emu at some point , but many server operators will not run , certain expansions /events
we could add the option to the quest requirements section here is a good example
with made up info
expansion 1 is in emu
to get the signature quest series startied typically involves a prequel to the expansion release or an NPC in the cities that is available prior to expansion release
so that NPC would give out quest # 10000 normally
well instead of having to modify the script to not hand out the quest we could add another option to quest details for the minimum expansion requiired, and or an event number that would be required for that quest to be given out like we have level/previous quest complete requirements
we could add the option to the quest requirements section here is a good example
with made up info
expansion 1 is in emu
to get the signature quest series startied typically involves a prequel to the expansion release or an NPC in the cities that is available prior to expansion release
so that NPC would give out quest # 10000 normally
well instead of having to modify the script to not hand out the quest we could add another option to quest details for the minimum expansion requiired, and or an event number that would be required for that quest to be given out like we have level/previous quest complete requirements
- Cynnar
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Cynnar
Re: enable /disable quests
So in the prereq we could have a sub type of expansion. Then the expansion number could be used for the value. Then using CanReceiveQuest () for the check.
This would be a very valid reason to add it. Also I'm not sure of what the plans are for expansions. I see them in the db, but that is about the extent of my knowledge on it.Ememjr wrote: Wed Jul 04, 2018 10:09 am the plan is to have all expansions , events in the emu at some point , but many server operators will not run , certain expansions /events
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