How to look up NPC and Quest ID's
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- Flunklesnarkin
- Posts: 79
- Joined: Thu Jul 12, 2012 2:53 pm
How to look up NPC and Quest ID's
How do I look up NPC and Quest ID's?
I feel confident enough to write a quest script now if I can figure out how to look up the NPC and Quest ID's.
All of these commands are easy enough for me to understand: http://eq2emulator.net/wiki/index.php/L ... tFunctions and I see the examples of already written quests here: https://svn.eq2emulator.net/!/#eq2conte ... pts/Quests
I tried to get onto the eq2emu server today to look at some newbie zones and figure out a starting point but the server is down and I'm not sure how to get my private server running at this point, mysql may be out of my league but i've installed it and may keep banging my head on it later.
Ideally I'd like to pick a starting point in a zone that already has npc's but lacks quests but if it's not that difficult I can try to learn how to add npc's.
I feel confident enough to write a quest script now if I can figure out how to look up the NPC and Quest ID's.
All of these commands are easy enough for me to understand: http://eq2emulator.net/wiki/index.php/L ... tFunctions and I see the examples of already written quests here: https://svn.eq2emulator.net/!/#eq2conte ... pts/Quests
I tried to get onto the eq2emu server today to look at some newbie zones and figure out a starting point but the server is down and I'm not sure how to get my private server running at this point, mysql may be out of my league but i've installed it and may keep banging my head on it later.
Ideally I'd like to pick a starting point in a zone that already has npc's but lacks quests but if it's not that difficult I can try to learn how to add npc's.
-
Jabantiz
- Lead Developer
- Posts: 2912
- Joined: Wed Jul 25, 2007 2:52 pm
- Location: California
Re: How to look up NPC and Quest ID's
Sorry about the server being down, was some persistent issues that needed to be resolved before it could be brought back up again. The server is up now and hopefully everything is resolved.
As for getting a spawn id, in game the easiest way is to walk up to the spawn, target it, and type "/spawn details"
Quest id's you can't get until the quest is actually entered into the DB, I will have to get you set up with the web editor so you can add quests directly into the server and upload the quests. You can also look up spawn id's with the web editor but I personally find it easier to do it in game.
Also if you want a fully spawned zone with no scripts to work on then we have everfrost.
As for getting a spawn id, in game the easiest way is to walk up to the spawn, target it, and type "/spawn details"
Quest id's you can't get until the quest is actually entered into the DB, I will have to get you set up with the web editor so you can add quests directly into the server and upload the quests. You can also look up spawn id's with the web editor but I personally find it easier to do it in game.
Also if you want a fully spawned zone with no scripts to work on then we have everfrost.
- Flunklesnarkin
- Posts: 79
- Joined: Thu Jul 12, 2012 2:53 pm
Re: How to look up NPC and Quest ID's
Ok.. I've started working on a simple quest to begin with.
I chose the quest Fish for Grunther to begin because it's a simple harvest and turn in quest. http://eq2.wikia.com/wiki/Fish_for_Grunthor
edit:
I thought about it and I think this might be a better option than the first script i put below:
http://pastebin.com/SkWyZ1qV
_____________________________________________________________________________
I started by adding some dialog options to the NPC Burm Grunther
If you want to double check my work and make recommendations here is the link.
One thing I'm not certain about is if I can add two functions to the AddConversationOption() function.
Like could i do something like this.
Instead of having to put the offerquest in the next conversation block. In the live servers you click the dialog option and get the quest automatically then the additional conversation options can be ignored or clicked on if you choose. Not sure if that works here currently.
Ok, now that dialog options are there I'll see about a quest script.
I chose the quest Fish for Grunther to begin because it's a simple harvest and turn in quest. http://eq2.wikia.com/wiki/Fish_for_Grunthor
edit:
I thought about it and I think this might be a better option than the first script i put below:
http://pastebin.com/SkWyZ1qV
_____________________________________________________________________________
I started by adding some dialog options to the NPC Burm Grunther
If you want to double check my work and make recommendations here is the link.
Code: Select all
http://eq2emulator.net:9301/eq2db/editors/spawns.php?zone=41&type=npcs&id=410014&tab=spawn_scriptsCode: Select all
--[[
Script Name : SpawnScripts/Everfrost/BurmGrunthor.lua
Script Author : Flunklesnarkin
Script Date : 2015.09.03 10:09:57
Script Purpose :
:
--]]
local Fish_For_Grunther = 136
function spawn(NPC)
SetPlayerProximityFunction(NPC, 10, "InRange", "LeaveRange")
ProvidesQuest(NPC, Fish_For_Grunther)
end
function respawn(NPC)
end
function InRange(NPC, Spawn)
end
function LeaveRange(NPC, Spawn)
end
function hailed(NPC, Spawn)
FaceTarget(NPC, Spawn)
conversation = CreateConversation()
if HasQuest(Spawn, Fish_For_Grunther) == false and HasCompletedQuest(Spawn, Fish_For_Grunther) == false then
Quest1Chat_1(NPC, Spawn)
elseif GetQuestStep(Spawn, Fish_For_Grunther) == 1 then
Quest1Chat_4(NPC, Spawn)
elseif HasQuest(Spawn, Fish_For_Grunther) == false and HasCompletedQuest(Spawn, Fish_For_Grunther) == true then
Quest1Chat_5(NPC, Spawn)
end
end
function Quest1Chat_1(NPC, Spawn)
FaceTarget(NPC, Spawn)
conversation = CreateConversation()
AddConversationOption(conversation, "Oh?", "Quest1Chat_2")
StartConversation(conversation, NPC, Spawn, "Arh! The fish just aren't biting!")
end
function Quest1Chat_2(NPC, Spawn)
FaceTarget(NPC, Spawn)
conversation = CreateConversation()
AddConversationOption(conversation, "Perhaps I could fish some for you?", "Quest1Chat_3")
AddConversationOption(conversation, "Sounds like you should work on your fishing skills.")
StartConversation(conversation, NPC, Spawn, "Nay, I've been at it for hours, but nuthin'. And I've mouths to feed...")
end
function Quest1Chat_3(NPC, Spawn)
FaceTarget(NPC, Spawn)
conversation = CreateConversation()
AddConversationOption(conversation, "Not to worry.", "Offer_Fish_For_Grunther")
StartConversation(conversation, NPC, Spawn, "That'd truly be a blessing from the gods, thank ye.")
end
function Quest1Chat_4(NPC, Spawn)
FaceTarget(NPC, Spawn)
conversation = CreateConversation()
AddConversationOption(conversation, "I do not.")
StartConversation(conversation, NPC, Spawn, "Have ye the fish?")
end
function Quest1Chat_5(NPC, Spawn)
FaceTarget(NPC, Spawn)
conversation = CreateConversation()
AddConversationOption(conversation, "I most certainly would.", "Quest1Chat_6")
AddConversationOption(conversation, "Nah, I've got better things to do with my time.")
StartConversation(conversation, NPC, Spawn, "I could always use some'mere fish if ye'd be up fer it.")
end
function Quest1Chat_6(NPC, Spawn)
FaceTarget(NPC, Spawn)
conversation = CreateConversation()
AddConversationOption(conversation, "You're welcome.", "Offer_Fish_For_Grunther")
StartConversation(conversation, NPC, Spawn, "A fine young adventurer ye be, thank ye.")
end
function Offer_Fish_For_Grunther(NPC, Spawn)
if HasQuest(Spawn, Fish_For_Grunther) == false then
OfferQuest(NPC, Spawn, Fish_For_Grunther)
end
endLike could i do something like this.
Code: Select all
AddConversationOption(conversation, "Perhaps I could fish some for you?", "Quest1Chat_3" , "Offer_Fish_For_Grunther")Ok, now that dialog options are there I'll see about a quest script.
Last edited by Flunklesnarkin on Thu Sep 03, 2015 12:08 pm, edited 8 times in total.
- Flunklesnarkin
- Posts: 79
- Joined: Thu Jul 12, 2012 2:53 pm
Re: How to look up NPC and Quest ID's
Ok, here is the quest script.
I couldn't find the Reload() function in the lua function list but I copied the reload from a similar quest. I'm not sure if it's correct.
http://eq2emulator.net/wiki/index.php/LUA:AllFunctions
I don't know how to look up the Icon ID for the harvest step, parameter 7 of this function.
I'm also not certain how to add the quest reward "a tiny barracuda plushie" into the database. http://eq2.wikia.com/wiki/A_tiny_barracuda_plushie
Code: Select all
http://eq2emulator.net:9301/eq2db/editors/quests.php?zone=Everfrost&id=136&tab=registerCode: Select all
--[[
Script Name : Quests/Everfrost/fish_for_grunthor.lua
Script Author : Flunklesnarkin
Script Date : 2015.09.03 12:09:31
Script Purpose :
Zone : Everfrost
Quest Giver: Burm Grunthor
Preceded by: None
Followed by: None
--]]
function Init(Quest)
AddQuestRewardCoin(Quest, math.random(5,90), math.random(27,80), 1, 0)
AddQuestHarvest(Quest, 1, "I need to harvest a number of fish for Grunthor.", 10, 100, "I need to fish for Grunthor in Everfrost.", 0, 1)
AddQuestStepCompleteAction(Quest, 1, "GatheredFish")
end
function Declined(Quest, QuestGiver, Player)
end
function Deleted(Quest, QuestGiver, Player)
end
function Accepted(Quest, QuestGiver, Player)
end
function GatheredFish(Quest, QuestGiver, Player)
UpdateQuestStepDescription(Quest, 1, "I have harvested a number of fish for Grunther.")
AddQuestStepChat(Quest, 2, "I should return these fish to Grunthor.", 1, "I should return these fish to Grunthor.", 0, 410014)
AddQuestStepCompleteAction(Quest, 2, "CompleteQuest")
end
function CompleteQuest(Quest, QuestGiver, Player)
GiveQuestReward(Quest, Player)
end
function Reload(Quest, QuestGiver, Player, Step)
if Step == 1 then
GatheredFish(Quest, QuestGiver, Player)
elseif Step == 2 then
CompleteQuest(Quest, QuestGiver, Player)
end
endhttp://eq2emulator.net/wiki/index.php/LUA:AllFunctions
I don't know how to look up the Icon ID for the harvest step, parameter 7 of this function.
Code: Select all
AddQuestHarvest(Quest, 1, "I need to harvest a number of fish for Grunthor.", 10, 100, "I need to fish for Grunthor in Everfrost.", 0, 1)- Zcoretri
- Team Member
- Posts: 1642
- Joined: Fri Jul 27, 2007 12:55 pm
- Location: SoCal
Re: How to look up NPC and Quest ID's
I know a backhanded way to find it, but Jabantiz probably has an easier way to find it.Flunklesnarkin wrote:
I don't know how to look up the Icon ID for the harvest step, parameter 7 of this function.Code: Select all
AddQuestHarvest(Quest, 1, "I need to harvest a number of fish for Grunthor.", 10, 100, "I need to fish for Grunthor in Everfrost.", 0, 1)
For the quest reward, set it up similar to experience. For the subtype use 'Item' and the value column use the item_id.I'm also not certain how to add the quest reward "a tiny barracuda plushie" into the database. http://eq2.wikia.com/wiki/A_tiny_barracuda_plushie
Code: Select all
INSERT INTO quest_details (quest_id, type, subtype, value, quantity) VALUES(671, `Reward`, `Item`, 61483, 1);-
Jabantiz
- Lead Developer
- Posts: 2912
- Joined: Wed Jul 25, 2007 2:52 pm
- Location: California
Re: How to look up NPC and Quest ID's
When working with live quest I refer to census.daybreakgames.com, as you can see in that link there is this line that matches your step and does have icon listedZcoretri wrote:I know a backhanded way to find it, but Jabantiz probably has an easier way to find it.
Also the rewards is on details tab when you edit a quest, just add in a new line setting the options like Zcoretri mentioned.<branch quota_min="-1" description="I need to fish for Grunthor in Everfrost." completion_zone_override="" icon_id="2549" completion_zone="zones/everfrost" quota_max="10" icon_name="fish for Grunthor" completed_text="I have fished for Grunthor.">
The reload function is also required as it puts the quest at the right steps when you log out and back in before completing it. It does look like you set it up right.
-
Jabantiz
- Lead Developer
- Posts: 2912
- Joined: Wed Jul 25, 2007 2:52 pm
- Location: California
Re: How to look up NPC and Quest ID's
Good job on the spawn script. I have a few suggestions though they will not effect how the script runs.
The conversation line only because it is never used within the hailed function.
I would remove the stuff highlighted red, the proximity because nothing is being done (unless of course you just haven't gotten to it yet) that way the server is not doing range checks for nothing.function spawn(NPC)
SetPlayerProximityFunction(NPC, 10, "InRange", "LeaveRange")
ProvidesQuest(NPC, Fish_For_Grunther)
end
function respawn(NPC)
end
function InRange(NPC, Spawn)
end
function LeaveRange(NPC, Spawn)
end
function hailed(NPC, Spawn)
FaceTarget(NPC, Spawn)
conversation = CreateConversation()
if HasQuest(Spawn, Fish_For_Grunther) == false and HasCompletedQuest(Spawn, Fish_For_Grunther) == false then
Quest1Chat_1(NPC, Spawn)
elseif GetQuestStep(Spawn, Fish_For_Grunther) == 1 then
Quest1Chat_3(NPC, Spawn)
elseif HasQuest(Spawn, Fish_For_Grunther) == false and HasCompletedQuest(Spawn, Fish_For_Grunther) == true then
Quest1Chat_4(NPC, Spawn)
end
end
The conversation line only because it is never used within the hailed function.
- Flunklesnarkin
- Posts: 79
- Joined: Thu Jul 12, 2012 2:53 pm
Re: How to look up NPC and Quest ID's
Thanks for the info Jantiz. I was able to get the spawn scripts sorted out and I can talk to Burm Grunthor and accept the quest into my journal.
I'm not sure how to look up the Item_ID for the emu project though. The item ID on the census page doesn't match what is used on this project.
This quest is an example: the item ID's on the census page are
Which doesn't match the ID's on the quest in the data base:
Other than that I think this quest is mostly running. I'll run through it later once I can figure out how to set my fishing skill to 190 so I can harvest the fishing nodes. I tried the modify command but I must be using it wrong. "/modify skill set fishing 190 target" didn't seem to work
I'm not sure how to look up the Item_ID for the emu project though. The item ID on the census page
Code: Select all
http://census.daybreakgames.com/xml/get/eq2/quest?name=Fish%20for%20GrunthorThis quest is an example:
Code: Select all
http://census.daybreakgames.com/xml/get/eq2/quest?name=All%20That%20RemainsCode: Select all
<item type="granted" id="828584947" quantity="1"/>
</item_list>
<selected_item_list>
<selected_item id="2258774779" quantity="1"/>
<selected_item id="1940540619" quantity="1"/>
<selected_item id="3748379685" quantity="1"/>
<selected_item id="2836164801" quantity="1"/>Code: Select all
http://eq2emulator.net:9301/eq2db/editors/quests.php?zone=Frostfang%20Sea&id=55&tab=quest_details- Flunklesnarkin
- Posts: 79
- Joined: Thu Jul 12, 2012 2:53 pm
Re: How to look up NPC and Quest ID's
and I did end up changing the spawn scripts to the script I had in the pastebin.
That way the quest acceptance window pops up like it does on live and the conversation can continue or end as you choose.
That way the quest acceptance window pops up like it does on live and the conversation can continue or end as you choose.
Code: Select all
--[[
Script Name : SpawnScripts/Everfrost/BurmGrunthor.lua
Script Author : Flunklesnarkin
Script Date : 2015.09.03 10:09:57
Script Purpose :
:
--]]
local Fish_For_Grunther = 136
function spawn(NPC)
ProvidesQuest(NPC, Fish_For_Grunther)
end
function respawn(NPC)
spawn(NPC)
end
function hailed(NPC, Spawn)
FaceTarget(NPC, Spawn)
if HasQuest(Spawn, Fish_For_Grunther) == false and HasCompletedQuest(Spawn, Fish_For_Grunther) == false then
Quest1Chat_1(NPC, Spawn)
elseif GetQuestStep(Spawn, Fish_For_Grunther) == 1 then
Quest1Chat_3(NPC, Spawn)
elseif HasQuest(Spawn, Fish_For_Grunther) == false and HasCompletedQuest(Spawn, Fish_For_Grunther) == true then
Quest1Chat_4(NPC, Spawn)
end
end
function Quest1Chat_1(NPC, Spawn)
FaceTarget(NPC, Spawn)
conversation = CreateConversation()
AddConversationOption(conversation, "Oh?", "Quest1Chat_2")
StartConversation(conversation, NPC, Spawn, "Arh! The fish just aren't biting!")
end
function Quest1Chat_2(NPC, Spawn)
FaceTarget(NPC, Spawn)
conversation = CreateConversation()
AddConversationOption(conversation, "Perhaps I could fish some for you?", "Offer_Fish_For_Grunther")
AddConversationOption(conversation, "Sounds like you should work on your fishing skills.")
StartConversation(conversation, NPC, Spawn, "Nay, I've been at it for hours, but nuthin'. And I've mouths to feed...")
end
function Quest1Chat_3(NPC, Spawn)
FaceTarget(NPC, Spawn)
conversation = CreateConversation()
AddConversationOption(conversation, "I do not.")
StartConversation(conversation, NPC, Spawn, "Have ye the fish?")
end
function Quest1Chat_4(NPC, Spawn)
FaceTarget(NPC, Spawn)
conversation = CreateConversation()
AddConversationOption(conversation, "I most certainly would.", "Offer_Fish_For_Grunther")
AddConversationOption(conversation, "Nah, I've got better things to do with my time.")
StartConversation(conversation, NPC, Spawn, "I could always use some'mere fish if ye'd be up fer it.")
end
function Offer_Fish_For_Grunther(NPC, Spawn)
if HasQuest(Spawn, Fish_For_Grunther) == false and HasCompletedQuest(Spawn, Fish_For_Grunther) == false then
OfferQuest(NPC, Spawn, Fish_For_Grunther)
FaceTarget(NPC, Spawn)
conversation = CreateConversation()
AddConversationOption(conversation, "Not to worry.")
StartConversation(conversation, NPC, Spawn, "That'd truly be a blessing from the gods, thank ye.")
elseif HasQuest(Spawn, Fish_For_Grunther) == false and HasCompletedQuest(Spawn, Fish_For_Grunther) == true then
OfferQuest(NPC, Spawn, Fish_For_Grunther)
FaceTarget(NPC, Spawn)
conversation = CreateConversation()
AddConversationOption(conversation, "You're welcome.")
StartConversation(conversation, NPC, Spawn, "A fine young adventurer ye be, thank ye.")
end
end
-
Jabantiz
- Lead Developer
- Posts: 2912
- Joined: Wed Jul 25, 2007 2:52 pm
- Location: California
Re: How to look up NPC and Quest ID's
It is best to lookup by the item name, I usually grab the rewards from zam or wikia, though I do not believe the web editor has an item look up page yet and most of us use a local DB, I will look into it but it will take some time.
/modify is a work in progress and skills aren't added in yet, I could probably get basic functionality in that today though, which leads to ground spawns not being set up yet and we don't have a web editor for that yet (which would require item look up as well) so that will take me a little more time to add.
Just to clarify on your quest, on live when the quest offer pops up does the conversation continue underneath it or does it continue after you hit accept?
/modify is a work in progress and skills aren't added in yet, I could probably get basic functionality in that today though, which leads to ground spawns not being set up yet and we don't have a web editor for that yet (which would require item look up as well) so that will take me a little more time to add.
Just to clarify on your quest, on live when the quest offer pops up does the conversation continue underneath it or does it continue after you hit accept?
- Flunklesnarkin
- Posts: 79
- Joined: Thu Jul 12, 2012 2:53 pm
Re: How to look up NPC and Quest ID's
Thanks for the info.
I started working on the spawn script for Marta Terrilon and the quest script for Marta Terrilon's Fur Hunt
I've made some decent progress on it. The different types of spawns update the quest counter and the quest completes when I talk to Marta afterwards.
This is a limited repeatable quest and I haven't figured out how to limit that aspect of the quest just yet. I also don't know how to make the game remembers how many pelts you've collected. Since it doesn't remember the pelts collected if you log off halfway through the quest and log back in you have to start over at zero pelts again.
I think the AddQuestStepKill() might need an additional parameter. The third parameter is what shows up in the quests sub step but also shows up in the mini update text. Like if i killed a bear and it's suppose to say "bear pelt 1/10" it would instead say the third parameter sub step text.
http://eq2emulator.net/wiki/index.php/L ... stStepKill
I'll keep working on these quests until I figure out exactly what's wrong or missing but thought I'd update on what I've been doing. Might be able to do a few more things tomorrow.. but labor day is coming up and got a lot of things to do at work next week. Might be a week or two until I can get back to this.
I'm taking notes so when I do come back I can pick up where I left off and once i figure things out more I should be able to pump out the quests faster.
edit.. The quest acceptance box pops up after you click an option.. then a new chat bubble pops up and the npc says more text.
As an example all of the text below would be in a conversation bubble
NPC: "Hey, wanna do quests"
Player: "Sure, I do quest"
*Quest Window Pops UP* Accept / Decline
NPC "Thanks for doing quest"
Player "No problem"
I started working on the spawn script for Marta Terrilon and the quest script for Marta Terrilon's Fur Hunt
I've made some decent progress on it. The different types of spawns update the quest counter and the quest completes when I talk to Marta afterwards.
This is a limited repeatable quest and I haven't figured out how to limit that aspect of the quest just yet. I also don't know how to make the game remembers how many pelts you've collected. Since it doesn't remember the pelts collected if you log off halfway through the quest and log back in you have to start over at zero pelts again.
I think the AddQuestStepKill() might need an additional parameter. The third parameter is what shows up in the quests sub step but also shows up in the mini update text. Like if i killed a bear and it's suppose to say "bear pelt 1/10" it would instead say the third parameter sub step text.
http://eq2emulator.net/wiki/index.php/L ... stStepKill
I'll keep working on these quests until I figure out exactly what's wrong or missing but thought I'd update on what I've been doing. Might be able to do a few more things tomorrow.. but labor day is coming up and got a lot of things to do at work next week. Might be a week or two until I can get back to this.
I'm taking notes so when I do come back I can pick up where I left off and once i figure things out more I should be able to pump out the quests faster.
edit.. The quest acceptance box pops up after you click an option.. then a new chat bubble pops up and the npc says more text.
As an example all of the text below would be in a conversation bubble
NPC: "Hey, wanna do quests"
Player: "Sure, I do quest"
*Quest Window Pops UP* Accept / Decline
NPC "Thanks for doing quest"
Player "No problem"
-
Jabantiz
- Lead Developer
- Posts: 2912
- Joined: Wed Jul 25, 2007 2:52 pm
- Location: California
Re: How to look up NPC and Quest ID's
This is odd, progress was always saved automatically, you do need to have the reload function in the quest script to get the steps sorted out properly when logging back in but the step progress should be loaded from the db.Flunklesnarkin wrote:I also don't know how to make the game remember how many pelts you've collected. Since it doesn't remember the pelts collected if you log off halfway through the quest and log back in you have to start over at zero pelts again.
Also if the conversation continues after you hit accept then in the quest script you could add the conversation to the accepted function.
For limited repeatable quests you could use GetQuestCompleteCount() in the spawn script so the spawn won't offer the quest if you have completed it to many times already.
- Cynnar
- Project Leader
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Veinlash
Taragak
Cynnar
Re: How to look up NPC and Quest ID's
Just a quick note that the conversation in the accepted function of the quest uses a few different parameters then the SpawnScripts do. NPC is replaced with QuestGiver and spawn is replaced with Player. Here is what it will look like to add to the quest accepted function.Jabantiz wrote: Also if the conversation continues after you hit accept then in the quest script you could add the conversation to the accepted function.
Code: Select all
function Accepted(Quest, QuestGiver, Player)
FaceTarget(QuestGiver, Player)
conversation = CreateConversation()
AddConversationOption(conversation, "Not to worry.")
StartConversation(conversation, QuestGiver, Player, "That'd truly be a blessing from the gods, thank ye.")
end
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Jabantiz
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Re: How to look up NPC and Quest ID's
Thanks for that Cynnar, that is one of those things that is just like second nature to me and I forget to explain.
- Cynnar
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Taragak
Cynnar
Re: How to look up NPC and Quest ID's
Your welcome. I will never forget this as I had a few quest that needed to be redone. Sometimes copy and paste will mess things up.Jabantiz wrote:Thanks for that Cynnar, that is one of those things that is just like second nature to me and I forget to explain.
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