DYnamic content quests Possible?
Posted: Mon Mar 25, 2019 7:55 am
many quests are dynamic in such a way that
a kill quest may have a differnt mob to kill(rat,snake,beetle) and or a varying number of mobs to kill such as 5,6,7,8)
which could result in the quest offering
kill 8 rats, or kill 7 beetles, or kill 5 snakes, all determined at the time the quest is executed.
anyone experiment with this yet,
some reason i dont think we can support that at this time but i could be wrong
becuase of the way our quest progress is stored
if we recieve a quest to kill random number of rats and got 7
if we log out it is marked as not complete
when we log back in
does it not execute that step so we could in fact get a 6 , and the quest actually change
an idea i had is if we could implement a way with lua commands to create a savable quest variablebased on quest id that is only valid if the quest is not complete
so i the above example does a mob=random 1-3 to get snake,rat, or beetle
and qty = random 5-8
the lua command could be QuestSaveParameter( mob), and QuestSaveParameter(qty)
when the quest is initiate you would have to QuestLoadParameter(mob) and QuestLoadParamater(qty)
do a check if the existed or not ( cannot return a 0)
if it does not exist then you will random for the values if they did exist then you would use those values and the quest will reload with the previous values
a kill quest may have a differnt mob to kill(rat,snake,beetle) and or a varying number of mobs to kill such as 5,6,7,8)
which could result in the quest offering
kill 8 rats, or kill 7 beetles, or kill 5 snakes, all determined at the time the quest is executed.
anyone experiment with this yet,
some reason i dont think we can support that at this time but i could be wrong
becuase of the way our quest progress is stored
if we recieve a quest to kill random number of rats and got 7
if we log out it is marked as not complete
when we log back in
does it not execute that step so we could in fact get a 6 , and the quest actually change
an idea i had is if we could implement a way with lua commands to create a savable quest variablebased on quest id that is only valid if the quest is not complete
so i the above example does a mob=random 1-3 to get snake,rat, or beetle
and qty = random 5-8
the lua command could be QuestSaveParameter( mob), and QuestSaveParameter(qty)
when the quest is initiate you would have to QuestLoadParameter(mob) and QuestLoadParamater(qty)
do a check if the existed or not ( cannot return a 0)
if it does not exist then you will random for the values if they did exist then you would use those values and the quest will reload with the previous values