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xmlspawner >>XMLSpawner Feature Request's >>Visit Location Quest


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xlilcasper- 10-24-2006
How about a new objective that would require you to visit an area or place. Such as VISIT/500,200,100;10 so a player would have to visit with in 10 spaces of 500,200,100.

Also, how about a speak to objective. Such as go talk to so and so for more information.

Maybe this can be done already with another spawner setup or something but just some ideas.

ArteGordon- 10-24-2006
yes, I've thought about a VISIT type of quest objective, but havent implemented it yet.


You can do the same thing by placing a triggered spawner at the location that you want them to visit and having that spawner set the completed state for that objective to true.
The quest objective can just be something like

questholder/name/Blackthorn/objective1/Visit Blackthorn's castle

Note that objectives dont have to be any of the special quest objective keywords. They can just be any text string.

Then place a spawner at the castle location and have it trigger on the questholder by setting the TriggerOnCarried property to the name of the questholder.
Then in the spawner entry set the quest objective completed state to true with

SETONCARRIED,Blackthorn,questholder/completed1/true

Having an objective that required you to talk to an npc would be the same deal except that instead of setting up a spawner with that entry, you would add it to an questnpc XmlDialog entry Action.

xlilcasper- 10-24-2006
Once again this system has it all smile.gif thanks.


*EDIT*

How would you make that so it only compleates objective1 if it is not already compleated?

ArteGordon- 10-24-2006
QUOTE (xlilcasper @ October 24, 2006 06:26 pm)
Once again this system has it all smile.gif thanks.


*EDIT*

How would you make that so it only compleates objective1 if it is not already compleated?

You would set the NoTriggerOnCarried on the spawner (or npc XmlDialog) to

Blackthorn,1

which tells it NOT to trigger if you are carrying the questholder named "Blackthorn" with objective 1 completed.

If you were to set TriggerOnCarried property to

Blackthorn,1

then it would only trigger if you were carrying the questholder named "Blackthorn" and had objective 1 already completed.
This is one way to set up objectives that depend on completion of other objectives first.

Note that you can also specify more than one required objective in the Trig/NoTrig properties, like

Blackthorn,1,3,4

would tell it to check for the Blackthorn questholder with objectives 1,3, and 4 completed.

check this thread for more info on using Trig/NoTrigOnCarried
http://xmlspawner.15.forumer.com/index.php?showtopic=28

Elassar- 10-28-2008
Hi
I fount this topic very usefull, but i have a problem...
I would like to use this system, but i want to make it not repeatable...
So the questnpc give to the player the questholder, with the repeatable propriety turn to false... but the spawner with SETONCARRIED string every times set the objective1 completed and give to the player the reward... That's normal... But i don't want that the same player can collect the same reward for 2 or more times...

Any suggestion?