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Quest Kill Updates Request

Posted: Wed Sep 03, 2008 10:14 pm
by Scatman
Is there anyway we can get a % chance parameter in the

Code: Select all

AddQuestStepKill(Quest, Step ID, Description, Quantity, TaskGroupText, NPC ID(s)) 
function? I ask this because today adding in the 3rd quest line of Murrar, you have to kill 1 goblin but there isn't a 100% chance you will get the quest update off the first goblin you kill (it took me 3 goblins to get my 1 kill update). When you don't get the update, a pop up message shows, "You did not find any quest items.".
If it's possible, maybe something like this?

Code: Select all

AddQuestStepKill(Quest, Step ID, Description, Quantity, Percentage, TaskGroupText, NPC ID(s)) 
Thanks!

Posted: Wed Sep 03, 2008 11:21 pm
by Zcoretri
Very good point Scat.
I know that needs to be coded in BUT, personally I despise those types, or parts of quests where you receive that message, lol.
I would much rather see getting a update on every kill. Just increase the amount you need by a couple.
Just my opinion :D

Posted: Wed Sep 03, 2008 11:53 pm
by Scatman
Lol you're tellin me. Ranger epic must've took me about 2 hours to kill 25 wurms in Skyfire because the damn updates were so rare :) I hate those quests too but I think it should be provided.

Posted: Thu Sep 04, 2008 6:26 am
by John Adams
Scat,
Could we solve this by setting up placeholders? Take 2 spawn_id's, stick them in a spawngroup with a 25/75 chance to pop one or the other, then key the quest to only ding when that particular spawn_id is up?
Just an alternative to coding.

Posted: Thu Sep 04, 2008 7:02 am
by Scatman
Yeah, we could do that. But then we wouldn't get that fancy update message telling us we're killing the right mob, but were just unfortunate enough to get unlucky and not get the update :P. I didn't think it would be too hard to code, but if it is, then sure we can do it that way.

Posted: Thu Sep 04, 2008 8:08 am
by John Adams
Why wouldn't you get the fancy update notice? When you killed a crab in KillCrabs.lua, I got the notification 1/5 on my screen. Is that not the same message?
I am not resisting the change, just considering alternatives.

Posted: Thu Sep 04, 2008 9:23 am
by Scatman
I thought you were saying have a spawn that can either spawn, let's say, a spawn with ID of 100 with 25% chance or a spawn with ID of 200 with 75% chance. The quest would only update on the spawns with id 100. Well if so, then you would not see any message when you kill the spawn with id 200.
Or did you mean something different?

Posted: Thu Sep 04, 2008 11:39 am
by John Adams
I thought the point was that you may or may not get a quest update 100% of the time?
You can "fake" this by telling the quest to only update when spawn_id 100 is killed. So when you kill spawn_id 200, nothing happens. That would be your low percentage of failure kill. While spawn_id 100 could be set to spawn more often, thus you get the quest update when you kill that ID only - at the same location. It's smoke and mirrors, but I figured it would work.
Maybe not?

Posted: Thu Sep 04, 2008 12:08 pm
by Scatman
No that would work but the point is to still display a message when you don't get an update. This is to show the client that they are indeed killing the right mob, but they didn't get the update.
The message that shows up on live when you kill the right mob, but don't get an update is, "You did not find any quest items."

Posted: Thu Sep 04, 2008 12:23 pm
by John Adams
Oh that's right. Dopey me. Sorry, carry on. I'll just stfu now. :)

Posted: Thu Sep 04, 2008 2:17 pm
by LethalEncounter
heh, yah that shouldnt be a problem. Do you think we will ever need it on the item updates as well?

Posted: Thu Sep 04, 2008 2:21 pm
by Scatman
Cool thanks LE. It's not high priority but whenever you get a chance.
What do you mean by item updates?

Posted: Thu Sep 04, 2008 2:38 pm
by LethalEncounter
AddQuestStepObtainItem, do you ever imagine the possibility of getting an item and then saying, "oh oops this item is good and all but not exactly the one I wanted"?

Posted: Thu Sep 04, 2008 2:44 pm
by Scatman
The only time that would happen is if you have to harvest something (which would be obtaining an item I assume). But that might want to go into the actual harvesting process?
Feel free to correct me, Zcoretri. :)

Posted: Thu Sep 04, 2008 4:06 pm
by John Adams
LethalEncounter wrote:heh, yah that shouldnt be a problem. Do you think we will ever need it on the item updates as well?
Could be a good thing to have for customization.