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Haazen- 08-05-2006
In a quest, we give an item as the reward that has a decay life. We do this so the reward has to be use in a set time and is not stockpiled.

What we noticed is the the decay time of the item starts as soon as the quest is given. It appears that the reward item is actually made at quest start time. Is there a way around this. So the item is created at the end of the quest when the reward is given.

The way it is, it is possible for the reward to be decayed away before the player finishes the quest.

Thanks.

ArteGordon- 08-06-2006
try setting the CanSeeReward flag on the questholder to false. If it is true then the item has to be created in order to be able to see it before completing the quest.

I'm not absolutely sure that if you set the flag to false that it wont be created, but I am sure that if it is true that the item will end up being made.

Lord Hog Fred- 08-06-2006
Is it not possible to re-write parts of the quest so that the decay timer is added to the reward when it's given to the player when they complete the quest?

ArteGordon- 08-06-2006
yeah, the best thing would be to hand out the reward instead of doing it with autoreward.

Haazen- 08-06-2006
I tested CanSeeReward false and it makes no difference. The reward is created at the time the quest is given.

Giving the reward sounds like the way to do it. Is there an example of not using autoreward and giving an item at completion of the objectives?

Lord Hog Fred- 08-13-2006
I think if you look at some of the example quests written by Arte show how to give the reward after quest completion.
If not then I know the quests I wrote have it included, HERES THE LINK. Download those and spawn them and check out how I've used the spawners. Can't remember how to do it off the top of my head.

Botnick- 08-13-2006
I have a question

In Den of Evil, on spawner #4

The spawner is set to TriggerOnCarried : Den Of Evil,2


whats the ,2 used for?


ArteGordon- 08-13-2006
that specifies that objective #2 of the questholder named Den Of Evil be completed in order to trigger.

from xmlspawner2.txt

QUOTE

With TriggerOnCarried, and NoTriggerOnCarried if the item is an XmlQuestToken item, then the status of objectives can also be specified as a requirement using the syntax "itemname,objective,objective,.." in the TriggerOnCarried or NoTriggerOnCarried string. For example if you wish to trigger a spawner only when quest item "Blathers Quest" is carried and has objective 1 completed, then use the string "Blathers Quest,1" in the TriggerOnCarried
property.  If you would like to prevent triggering when objective 1 of that quest has already been completed then use the same string in the NoTriggerOnCarried property.