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<?xml version="1.0" standalone="yes"?> <XmlQuestNPC> <NPC> <Name>Joe Blow</Name> <Running>True</Running> <ProximityRange>3</ProximityRange> <AllowGhost>False</AllowGhost> <SpeechPace>10</SpeechPace> <ResetTime>0.5</ResetTime> <SpeechEntries>4</SpeechEntries> </NPC> <SpeechEntry> <EntryNumber>0</EntryNumber> <ID>0</ID> <Pause>1</Pause> <PrePause>-1</PrePause> <LockConversation>True</LockConversation> <AllowNPCTrigger>False</AllowNPCTrigger> <SpeechStyle>Regular</SpeechStyle> <SpeechHue>-1</SpeechHue> </SpeechEntry> <SpeechEntry> <EntryNumber>10</EntryNumber> <ID>10</ID> <Text>Hey, can you help?</Text> <DependsOn>-1</DependsOn> <Pause>1</Pause> <PrePause>-1</PrePause> <LockConversation>True</LockConversation> <AllowNPCTrigger>False</AllowNPCTrigger> <SpeechStyle>Regular</SpeechStyle> <SpeechHue>-1</SpeechHue> </SpeechEntry> <SpeechEntry> <EntryNumber>20</EntryNumber> <ID>20</ID> <Keywords>yes,sure,what,want,yea,ok</Keywords> <DependsOn>10</DependsOn> <Pause>1</Pause> <PrePause>-1</PrePause> <LockConversation>True</LockConversation> <AllowNPCTrigger>False</AllowNPCTrigger> <SpeechStyle>Regular</SpeechStyle> <SpeechHue>-1</SpeechHue> <Gump>GUMP,This Gump Title,3/Nice RP conversation here.</Gump> </SpeechEntry> <SpeechEntry> <EntryNumber>30</EntryNumber> <ID>30</ID> <Keywords>accept</Keywords> <Action>GIVE/<questholder/name/Anthropologists Quest/objective1/Find the rodent fort/objective2/Find the repond fort/objective3/Find the frost fort/objective4/Find the orcish fort/objective5/Find the reptilian fort/objective6/Find the insect fort/objective7/Find a solen hole/objective8/Find a solen hole/objective9/Find a solen hole/objective10/Find a solen hole></Action> <DependsOn>20</DependsOn> <Pause>1</Pause> <PrePause>-1</PrePause> <LockConversation>True</LockConversation> <AllowNPCTrigger>False</AllowNPCTrigger> <SpeechStyle>Regular</SpeechStyle> <SpeechHue>-1</SpeechHue> <Gump>GUMP,Just do it,0/More nice RP speak</Gump> </SpeechEntry> </XmlQuestNPC> |
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<Spawns> <Points> <Name>Camp1</Name> <UniqueId>29b916d6-00b7-4681-b3b5-619a4bb3732d</UniqueId> <Map>Felucca</Map> <X>5441</X> <Y>1133</Y> <Width>10</Width> <Height>10</Height> <CentreX>5446</CentreX> <CentreY>1138</CentreY> <CentreZ>0</CentreZ> <Range>5</Range> <MaxCount>3</MaxCount> <MinDelay>5</MinDelay> <MaxDelay>10</MaxDelay> <DelayInSec>False</DelayInSec> <Duration>0</Duration> <DespawnTime>0</DespawnTime> <ProximityRange>5</ProximityRange> <ProximityTriggerSound>500</ProximityTriggerSound> <ItemTriggerName>Anthropologists Quest</ItemTriggerName> <TriggerProbability>1</TriggerProbability> <InContainer>False</InContainer> <MinRefractory>0</MinRefractory> <MaxRefractory>0</MaxRefractory> <TODStart>0</TODStart> <TODEnd>0</TODEnd> <TODMode>0</TODMode> <KillReset>1</KillReset> <ExternalTriggering>False</ExternalTriggering> <SequentialSpawning>-1</SequentialSpawning> <AllowGhostTriggering>False</AllowGhostTriggering> <SpawnOnTrigger>True</SpawnOnTrigger> <SmartSpawning>False</SmartSpawning> <Team>0</Team> <Amount>1</Amount> <IsGroup>False</IsGroup> <IsRunning>True</IsRunning> <IsHomeRangeRelative>True</IsHomeRangeRelative> <Objects2>GUMP,The Ratman Fort,0/You discover the ratman fort. Quickly, you open the book, tear out a sheet, and scribble down a map of the immediate area.:MX=1:SB=1:RT=0:TO=0:KL=0:RK=0:CA=1:DN=-1:DX=-1:SP=1:OBJ=GIVE/<spoon/name/A map of the rat camp/itemid/5357>:MX=1:SB=1:RT=0:TO=0:KL=0:RK=0:CA=1:DN=-1:DX=-1:SP=1:OBJ=SETONCARRIED,Anthropologists Quest,questholder/completed1/true:MX=1:SB=1:RT=0:TO=0:KL=0:RK=0:CA=1:DN=-1:DX=-1:SP=1</Objects2> </Points> </Spawns> |
QUOTE (dagormanu @ May 09, 2006 08:57 pm) |
Thanks much. Timely advice as usual. I was hoping to make this such that the players didn't really know where they were going or how many places they need to visit, but I might have to give up on that idea. I was thinking more like they would check back with the questnpc and he'd tell them to keep looking until they got all the locations. |
QUOTE (dagormanu @ May 10, 2006 02:41 pm) |
I'm trying to prevent the location spawner from throwing a gump and giving an item repeatedly. (If you stay in proximity of the spawner it eventually gives the item again.) I tried this, but now the spawner will not trigger at all. TriggerOnCarried Anthropologists Quest TriggerObjectProp Completed1 = False I can't really set a TriggerObject since this uses serial and the questholder is created by the quest (thus has a unique serial). |
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. |