LUA Quest Information

Discussions on development of both the EQ2Emulator LUA Script Engine and Script specifications

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LethalEncounter
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Post by LethalEncounter » Sun Aug 03, 2008 5:59 pm

Make sure you are using the development update server (port 9102) otherwise it wont get the correct opcodes. As far as 4412 the opcodes were wrong for the dialog selection.
BTW I am uploading a new client.cpp file to SVN. Be sure to use this new one because I am about to make an opcode change that will break the existing version. I was using the wrong opcode and need to fix it.

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Zcoretri
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Post by Zcoretri » Sun Aug 03, 2008 6:13 pm

LethalEncounter wrote:Make sure you are using the development update server (port 9102) otherwise it wont get the correct opcodes. As far as 4412 the opcodes were wrong for the dialog selection.
Yes I am using port 9102 of the update server. There are more than 500 new opcodes in the table, latest ones being version_range of 898?
BTW I am uploading a new client.cpp file to SVN. Be sure to use this new one because I am about to make an opcode change that will break the existing version. I was using the wrong opcode and need to fix it.
OK, i will update via SVN and recompile my exe

LethalEncounter
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Post by LethalEncounter » Sun Aug 03, 2008 6:32 pm

If you are still having problems let me know which server is yours and I'll create a character on it to try.

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Zcoretri
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Post by Zcoretri » Mon Aug 04, 2008 12:35 am

LethalEncounter wrote:If you are still having problems let me know which server is yours and I'll create a character on it to try.
Zebux Test server
Oseof Crestryder in the Willow Wood has the quest feather.
It kinda seems like it not doing the KillCrabs.lua file

LethalEncounter
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Post by LethalEncounter » Mon Aug 04, 2008 3:19 am

Do you have the script setup properly in zonespawngroup?

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John Adams
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Post by John Adams » Mon Aug 04, 2008 8:12 am

Just so I know I am thinking right...
You have to assign the spawnscripts to the quest giver in zonespawngroups.
Then, you have to put KillCrabs.lua in the quests table.
Then somehow, likely magically, the spawnscripts lua knows to find KillCrabs.lua in the quests table and assigns the quest to the player if they accept it.

Code: Select all

OfferQuest(NPC, Spawn, 1)
Is that "1" the quest ID? How does the spawnscript know what quest to offer? While Murrar Shar is talking and offering, I figured the accepting wasn't done yet. I never bothered to check my journal, since saving progress wasn't ready.

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Post by Jabantiz » Mon Aug 04, 2008 10:39 am

John Adams wrote:

Code: Select all

OfferQuest(NPC, Spawn, 1)
Is that "1" the quest ID?
That is the quest ID.
Zcoretri wrote: 5016L is the version I tried with. I get this in the world console.
Unhandled command: q_accept_pending_quest
I also have the same problem, I have tried with client versions 5016L and 4591L every thing works great but when I accept the quest I gat that unhandled command.
My update port is 9102 and I just updated and recompiled from the svn a few mins ago.

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Zcoretri
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Post by Zcoretri » Mon Aug 04, 2008 11:00 am

LethalEncounter wrote:Do you have the script setup properly in zonespawngroup?
id name spawn_script
-- ---- ------------
167 Parser Generated MurrarShar.lua
I copy and pasted text from your post to create the MurrarShar.lua file since I didn't see it any downloads anywhere for it.

LethalEncounter
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Post by LethalEncounter » Mon Aug 04, 2008 2:26 pm

It is in the Config Files/SpawnScripts directory. So nothing happens when you hail the NPC?

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Zcoretri
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Post by Zcoretri » Mon Aug 04, 2008 2:32 pm

I get everything up to where you can accept or decline the quest.
If you accept the quest, the dialog goes away and nothing happens after that.

LethalEncounter
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Post by LethalEncounter » Mon Aug 04, 2008 2:41 pm

OK, it was partly my fault and partly yours :P
My fault: I forgot to update the commands table on the update server so that it would send out the quest command updates. Sad that you are the only one who seems to have even tried the new quest system, as without those commands it wouldn't work. :/
Your fault: You set the quest up on an merchant NPC with the default action being a buy/sell. You would need to hit 'H' or right click them to hail them.
Just restart your world and it should be fine.

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Zcoretri
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Post by Zcoretri » Mon Aug 04, 2008 2:49 pm

LethalEncounter wrote:OK, it was partly my fault and partly yours :P
My fault: I forgot to update the commands table on the update server so that it would send out the quest command updates. Sad that you are the only one who seems to have even tried the new quest system, as without those commands it wouldn't work. :/
saw commands table update when I restarted my server :)
Your fault: You set the quest up on an merchant NPC with the default action being a buy/sell. You would need to hit 'H' or right click them to hail them.
I realized that, thats why I added a secondary command and set it to 1 for the right click option :)
Viola....working! Thanks LE :D

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John Adams
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Post by John Adams » Mon Aug 04, 2008 3:23 pm

LethalEncounter wrote:Sad that you are the only one who seems to have even tried the new quest system, as without those commands it wouldn't work. :/
I probably would have done some testing beyond talking to Murrar Shar had I not been scolded for not reading the first few lines of the opening post that stated it wasn't working yet. ;)
But I shall dig into it today. Reconfiguring TessEQ2 hardware a little first... moving it to a physical machine for some kick-it-in-the-ass testing :D

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John Adams
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Post by John Adams » Mon Aug 04, 2008 3:26 pm

Regarding my assinine questions sometimes...
John Adams wrote:

Code: Select all

OfferQuest(NPC, Spawn, 1)
Is that "1" the quest ID? How does the spawnscript know what quest to offer? While Murrar Shar is talking and offering, I figured the accepting wasn't done yet. I never bothered to check my journal, since saving progress wasn't ready.
Lethalencounter wrote:OfferQuest(NPC, Spawn, Quest ID) - Offers the quest to the Spawn (Player).
It's no excuse, but sometimes this website is so f'n slow, I immediately lose patience with trying to find info because it is 20-30 seconds to click a link. When I do get a page, it's usually to submit a question because of the former. So, sorry... I'll just stop asking stuff... because all it makes me look like is stupid.

LethalEncounter
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Post by LethalEncounter » Mon Aug 04, 2008 4:14 pm

John Adams wrote:Regarding my assinine questions sometimes...
John Adams wrote:

Code: Select all

OfferQuest(NPC, Spawn, 1)
Is that "1" the quest ID? How does the spawnscript know what quest to offer? While Murrar Shar is talking and offering, I figured the accepting wasn't done yet. I never bothered to check my journal, since saving progress wasn't ready.
Lethalencounter wrote:OfferQuest(NPC, Spawn, Quest ID) - Offers the quest to the Spawn (Player).
It's no excuse, but sometimes this website is so f'n slow, I immediately lose patience with trying to find info because it is 20-30 seconds to click a link. When I do get a page, it's usually to submit a question because of the former. So, sorry... I'll just stop asking stuff... because all it makes me look like is stupid.
Heh, no I never said it didn't work. I said it, well I forget what I said now, but I never said it didn't work :P
Anyways, yes that is the quest ID. You set it in the quests table and it uses that table to correlate the quest id to the quest script it should run.

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