not sure if this is feasable, for emu, but its working on perseverance
Quest Numbering ie Quest_id
for it get past the point of no return and he have 1000's of quests in the game and for ease of adding content to a server that doesnt have it yet
why could we not do quest numbering for quest_id as zzzqqqq, similar to spawns, instead of a running tally zzz= zone number, qqqq = quest number
this would make it easier when designing quests in a zone, fixing quests in a zone etcespecially when there are 12000 or more quests in the game
if you give us option to change the quest number in DBeditor, it will not be difficult to change the quest number to a new format, since if you change quest_id to a new number it autochanges the quest details id as well existing quests can be changed as time permits since they will still work as is
as for the dbeditor, it would need mod to look at zone number for zone you selected and could auto inc, from within that groupage, and allow us to change the number if needed
for ease of quest identity etc
any thoughts
i would also have a policy to follow , if the quest is intended for all serversthen the quest number fr queens colonly 253 would be 2530001-2531000, if its a custome quest for a specific server or server tpye (pvp or classic for instance) then the questnumber would be 2531001 for classic/ 2532001 for pvp, etc etc
this way we could add specific variations to a quest
suggestion: before its too late, quest numbering
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- Ememjr
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Jabantiz
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Re: suggestion: before its too late, quest numbering
I don't have a problem with coming up with a numbering system to use moving forward. But the question then becomes how to number those quests that do not really fall within a zone category, for example heritage and signature quests?
- Ememjr
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Re: suggestion: before its too late, quest numbering
just start those at 1, 1000 etc, once existing ones are renumbered, and thre is no zone 0
- John Adams
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Re: suggestion: before its too late, quest numbering
Jab, you may recall once-upon-a-time the idea for Spawns were ZoneID * 10000 for the spawn ID values, and spawns that were "common" or could exist across multiple zones (ie., a rat) would be spawnID 1000 - 9999, or something like that. We did a similar thing for Spells. Class stuff was classID * 10000, and common/traits/crafting/etc were all between 5000 - 9999... if memory serves. Not sure how that ever evolved, but that was the original plan.
Historically, I did it this way originally in 2008+ because when I wrote the first DB Editor, I was a noob and relied on using SELECT LIKE '{zoneid}____' as a way to select stuff in a zone. Years later, found out that was a horrible way to find spawns to edit, and started using JOINs properly. Sometimes I like remembering how far things have evolved
Historically, I did it this way originally in 2008+ because when I wrote the first DB Editor, I was a noob and relied on using SELECT LIKE '{zoneid}____' as a way to select stuff in a zone. Years later, found out that was a horrible way to find spawns to edit, and started using JOINs properly. Sometimes I like remembering how far things have evolved
- Ememjr
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Re: suggestion: before its too late, quest numbering
also you could use the starting zone location as the zoneportion if we decide to do this, since most sig and heritage quests do start in a zoneJabantiz wrote: Thu Jul 05, 2018 9:08 pm I don't have a problem with coming up with a numbering system to use moving forward. But the question then becomes how to number those quests that do not really fall within a zone category, for example heritage and signature quests?
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