Missing Quest Complete over-head icon

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Missing Quest Complete over-head icon

Post by John Adams » Tue Aug 12, 2008 3:55 pm

Murrar Shar does not seem to display the "book" over his head when the quest is completed. Is this in yet, or is my quest still not completed? I am about to retest this quest.
Yes, just re-did the kill 5 crabs, and no quest book noting I have something to Complete with that NPC.

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Post by LethalEncounter » Wed Aug 13, 2008 2:28 pm

Was working for me when I did it last week. I'll check it out.

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Post by John Adams » Wed Aug 13, 2008 5:29 pm

I might have miss-edited something regarding spawn_id. You can check my scripts at my editor, both spawn and quest (though currently I broke the spawnscript editor heh. fixing it now).

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Post by LethalEncounter » Thu Aug 14, 2008 3:15 pm

I havent had a chance to look at it yet, but be sure that you call the QuestReturnNPC(Quest, NPC ID) function in the quest's Init(Quest) function. Example: QuestReturnNPC(Quest, 547)
Without this, the quest has no idea which NPC it should be returned to (although I should probably just default to the one giving it).

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Post by John Adams » Thu Aug 14, 2008 4:44 pm

Is it safe to assume when you get all the character_quests table update stuff done, this might not be an issue since it will be recorded in the record?
If not, server restarts could lose a lot of quest info I would think.

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Post by LethalEncounter » Thu Aug 14, 2008 5:34 pm

I'm not sure what you mean. The info saved in the database would just be enough to set the quest info when they logged in. You will still need to define where a quest ends inside of the quest file. That information will be loaded along with the step information. If I'm missing something please let me know, but I think that will work fine. Again, I will make the end point default to the starting NPC if it is not given.

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Post by John Adams » Thu Aug 14, 2008 5:44 pm

Ok, I just did not see a field for "spawn_id", but I think I understand that if the player has the quest, it is in their `character_quests` table, with a `quest_id`, and therefore is referenced in that script - yah? So it will always find the QuestReturnNPC() value.
Would it be more efficient to just tell the character_quest table who gave that quest, so if progress = completed, you do not have to skim through the LUA? Honestly, I do not know the magic behind keeping tons of scripts in memory, so maybe it is even faster the way it is now. heh. my brain hurts.

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Post by LethalEncounter » Thu Aug 14, 2008 5:52 pm

Hehe, well quests consist of 2 different parts that work hand-in-hand. The main part of the questing system is written in C++ and therefore much more efficient that the LUA scripts. The C++ portion of the questing system takes care of the loading and processing of the actual quest. The LUA part of the system is only used when the main quest system determines that it should call one of the LUA functions. So once a quest is loaded, the LUA stuff isn't used until the player completes a quest update.
BTW, the code on SVN is updated and you should get the book even without using the QuestReturnNPC function.

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Post by John Adams » Thu Aug 14, 2008 5:56 pm

Already on TessEQ2. :D

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Post by John Adams » Thu Aug 14, 2008 6:38 pm

Shit.
My QuestReturnNPC spawn_id is wrong again... how the hell does this keep happening? lol sorry man... i'll run the script again.

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