Difference between revisions of "Quest Log System"

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(Created page with "== Quest Log System == ==== Basic Structure of NPC ==== First of all you must have a knowledge on basic scripting, if not please kindly Click Here!. ===...")

Revision as of 06:02, 3 July 2013

Contents

Quest Log System

Basic Structure of NPC

First of all you must have a knowledge on basic scripting, if not please kindly Click Here!.

Quest Window

The Quest Window or Quest Journal (Opened via Alt+U) allows the player to view all quests their character has started but not yet completed (Except for instance dungeon quests and Battlegrounds instances, which always remain once started). To place a quest in the Inactive tab, right click once on it and the name will turn gray. It will then appear on the Inactive tab instead of Active. Right clicking the name again will bring it back to the Active tab. Moving the quest back and forth has no effect on whether you can continue it or not. Not every quest has a quest window component. Those quests who have quest window walkthroughs can be found in this category as well as by having their infobox in gold. Additionally, the Quest Window guides are not comprehensive, and do not specify the exact coordinates of the next NPC or location the player must visit. It is highly recommended to continue using the wiki guides along with the in-game walkthroughs.

caption

Quest Database - Adding Quest

Structure

Quest ID,Time Limit,Target1,Val1,Target2,Val2,Target3,Val3,Quest Title

Quest ID - ID of the quest, must increment and should not be duplicated.
Time Limit - Time limit for the quest to be finish.
Target 1 - Monster ID.
Val1 - Value of Monster to be killed.
Target 2 - Monster ID.
Val2 - Value of Monster to be killed.
Target 3 - Monster ID.
Val3 - Value of Monster to be killed.
Quest Title - The title of the Quest you made.

Example

For this example I will make a quest that will require to kill 10 Poring's.

65000,0,1002,10,0,0,0,0,"Quest - Poring Hunt"

Client Side Editing

You have to edit your questid2display.txt

Structure

QUESTID#Quest Name#FILENAME#LOG_FILENAME#
Summary description#
Objective description#

Example

65000#Quest - Poring Hunt#SG_FEEL#QUE_NOIMAGE#
Find the monster named Poring and kill 10#
Hunting 10 Poring#


Quest Log Commands

Set Quest

*setquest <ID>;

Place quest of <ID> in the users quest log, the state of which is "active".

Example

prontera,xx,xx,4	script	SetQuest	51,{
setquest 65000;	// This will add the Quest ID 65000 to your Quest Window.
}

This sample will add the quest "Quest - Poring Hunt" which I stated on the Adding Quest. Note: The example is just a simple NPC that will add Quest ID 65000 every time you click it, You can add conditions so that it can only be taken once.

Complete Quest

*completequest <ID>;

Change the state for the given quest <ID> to "complete" and remove from the users quest log.

Example

prontera,xx,xx,4	script	CompleteQuest	51,{
completequest 65000;	// This will change the state of the quest to "complete"
set zeny,zeny + 100;   //just add line like this if you want to give zeny reward if a player finish the quest.
getitem 501,1;         //just add line like this if you want to give item reward if a player finish the quest.
}

Erase Quest

*erasequest <ID>;

Remove the quest of the given <ID> from the user's quest log.

Example

prontera,xx,xx,4	script	EraseQuest	51,{
erasequest 65000;	// This will remove the quest to your Quest Window.
}

Change Quest

*changequest <ID>,<ID2>;

Remove quest of the given <ID> from the user's quest log. Add quest of the <ID2> to the the quest log, and the state is "active".

Example

prontera,xx,xx,4	script	ChangeQuest	51,{
changequest 65000,65001; // This will remove the quest ID 65000 and change it to 65001 with the state "active".
}


Check Quest

*checkquest(<ID>{,PLAYTIME|HUNTING})


If no additional argument supplied, return the state of the quest:

-1 = Quest not started (not in quest log)
0  = Quest has been given, but the state is "inactive"
1  = Quest has been given, and the state is "active"
2  = Quest completed

Example

prontera,xx,xx,4	script	CheckQuest	51,{

if(checkquest(65000) == 0) { //Quest is Inactive
mes "[Jelly]";
mes "Quest is Inactive";
close;
} else if(checkquest(65000) == -1) { //Quest Not started yet 
mes "[Jelly]";
mes "Quest Not Started";
close;
} else if(checkquest(65000) == 1) { //Quest is Active
mes "[Jelly]";
mes "Quest is Active!";
close;
} else if(checkquest(65000) == 2) {	// Quest finished.
mes "[Jelly]";
mes "Quest Finished!";
completequest 65000;
close;
} 
}


If parameter "PLAYTIME" is supplied:

-1 = Quest not started (not in quest log)
0  = the time limit has not yet been reached
1  = the time limit has not been reached but the quest is marked as complete
2  = the time limit has been reached

If parameter "HUNTING" is supplied:

-1 = Quest not started (not in quest log)
0 = you haven't killed all of the target monsters and the time limit has not been reached.
1 = you haven't killed all of the target monsters but the time limit has been reached.
2 = you've killed all of the target monsters

Example | Hunting

prontera,xx,xx,4	script	CheckQuest	51,{

if (checkquest(65000,HUNTING) == -1) {
mes "[Jelly]";
mes "Quest not Started",
close;
} else if (checkquest(65000,HUNTING) == 0) {
mes "[Jelly]";
mes "You haven't killed all of the target monsters and the time limit has not been reached.";
close;
} else if (checkquest(65000,HUNTING) == 1) {
mes "[Jelly]";
mes "You haven't killed all of the target monsters but the time limit has been reached.";
close;
} else if (checkquest(65000,HUNTING) == 2) {
completequest 65000;
set zeny,zeny+100;      //Zeny Reward
getitem 501,1;          // Item Reward
mes "[Jelly]";
mes "Quest Finished";
close;
}
}

Show Event

*showevent <state>, <color>;

Show a colored mark in the mini-map like "viewpoint" and an emotion on top 
of a NPC. This is used to indicate that a NPC has a quest or an event to 
certain player/s. 

state can be:
	0 = disable ( Used to disable and remove the mark and the emotion from 
		the NPC. )
	1 = exclamation emotion ( Used to show an important quest event to 
		certain player. )
	2 = interrogation emotion ( Used to show an non-important quest event 
		to certain player. )
Other value may cause client crashes.

color can be:
	0 = yellow "Quest"
	1 = orange "Job"
	2 = green "Event"
	3 = an MVP flag
Other values show a transparent mark in the mini-map.

Increasing Max Quest DB

trunk/src/common/mmo.h 

Find this line and increase the value.

#define MAX_QUEST_DB 2410       // Max quests that the server will load

Recompile, Cheers!