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inspecting a widget to start a quest
Posted: Wed May 10, 2017 3:34 am
by Ememjr
i am working on the last regular quset for oakmyst, where you inspect the rock for an ode to oakmyst quest
i have set the command action on the spawn to inspect but the conversation is not starting
i alos have this up on eq2emu
Code: Select all
--[[
Script Name : inspect_rock_poem.lua
Script Author : ememjr
Script Date : 2017.05.10
Script Purpose :
:
--]]
local quest = 234
function spawn(NPC)
end
function respawn(NPC)
spawn(NPC)
end
function casted_on(NPC, Spawn, Message)
if Message == "inspect" then
local con = CreateConversation()
AddConversationOption(con, "Read the Poem!", "ReadPoem")
AddConversationOption(con, "Stop inspecting")
StartConversation(con, NPC, Spawn, "This rock is deeply embedded into the ground. It must have been here for quite some time. There is writing etched onto the face of the rock. It looks like a poem.")
end
end
function ReadPoem(NPC, Spawn)
local con = CreateConversation()
AddConversationOption(con, "continue", "Continue")
StartConversation(con, NPC, Spawn, "An Ode to Oakmyst by Astar Leafsinger of the Songweavers. The beauty grown from elven gifts...Thethicket so small yet so grand...A lonsome trunk drifting amidst the clear blue...The life giver billows and feeds...")
end
Re: inspecting a widget to start a quest
Posted: Wed May 10, 2017 4:20 pm
by Jabantiz
Is this one with a blue box for the dialog? If so I got that working but if it needs to be the normal chat bubble and response dialog it doesn't work, it seems the normal conversations stuff isn't triggering with a widget.
But if you need the blue dialog box then this script will do it
Code: Select all
--[[
Script Name : inspect_rock_poem.lua
Script Author : ememjr
Script Date : 2017.05.10
Script Purpose :
:
--]]
local quest = 234
function spawn(NPC)
end
function respawn(NPC)
spawn(NPC)
end
function casted_on(NPC, Spawn, Message)
if Message == "inspect" then
local con = CreateConversation()
AddConversationOption(con, "Read the Poem!", "ReadPoem")
AddConversationOption(con, "Stop inspecting", "CloseConversation")
StartDialogConversation(con, 1, NPC, Spawn, "This rock is deeply embedded into the ground. It must have been here for quite some time. There is writing etched onto the face of the rock. It looks like a poem.")
end
end
function ReadPoem(NPC, Spawn)
local con = CreateConversation()
AddConversationOption(con, "continue", "Continue")
StartDialogConversation(con, 1, NPC, Spawn, "An Ode to Oakmyst by Astar Leafsinger of the Songweavers. The beauty grown from elven gifts...Thethicket so small yet so grand...A lonsome trunk drifting amidst the clear blue...The life giver billows and feeds...")
end
This is on the emu server now
Re: inspecting a widget to start a quest
Posted: Wed May 10, 2017 6:23 pm
by Ememjr
thanks that works one other question on this how do i embed "" so that "An Ode to Oakmyst" is is quote in the dialog
Re: inspecting a widget to start a quest
Posted: Wed May 10, 2017 6:34 pm
by Jabantiz
with a \ like you would in c++, the only problem is the editor replaces \ with /. You can get around this by using EQ2DB2, the script tab->spawn scripts and find the script, the lua editors in EQ2DB2 should leave the \ intact
So it would end up \"An Ode to Oakmyst\"
Re: inspecting a widget to start a quest
Posted: Wed May 10, 2017 7:16 pm
by Ememjr
when using eq2db2 and going to script and spawn scripts it is only showing NPC Spawns
Re: inspecting a widget to start a quest
Posted: Wed May 10, 2017 7:49 pm
by Jabantiz
I did a quick fix to get it to display every thing, loose the level info on the search though as that was tied to npc's. However the update script to push those changes from svn to the live editor doesn't appear to be functioning anymore so I sent John a pm about that. As soon as that is fixed I will let you know.
Re: inspecting a widget to start a quest
Posted: Thu May 11, 2017 3:58 am
by Ememjr
i am about getting tired of this quest lol, but one other thing, and this happends on other quests as well, when completing a step ie I visited the Sloshed tree the "I visited the SLoshed tree" screen popup with beep and (quest journal update appears three times but should really only happen once per update
Re: inspecting a widget to start a quest
Posted: Thu May 11, 2017 4:25 pm
by Jabantiz
EQ2DB2 is now updated and the script to auto update from my commits is fixed (Thanks John!) so you should be able to add in the \" now.
I don't think I have run across the multiple updates bug before, by chance have you been doing /reload quests before that or any /reload that would effect quests? If so then it might be that a list some where isn't getting cleared properly but that is just a wild guess.
Re: inspecting a widget to start a quest
Posted: Fri May 12, 2017 3:45 am
by Ememjr
okay i was able to update the spawn script in db2 now
the multiple thing is not actually multiple updates its multiple notifications of the update to reproduce
have a character that has never done ode to oakmyst in oakmyst ( i create a new character)
go to the rock at 763,13,-245
inspect the rock and accept the quest
go to the tree in the middle of pond the quest will update and i get 3 notifications on screen