QUOTE (Galfaroth @ Jan 29 2006, 10:37 AM) |
Okay now everything works perfect. Great system Arte... I saw many shards with XMLSpawner, but there were no Quest Scripts. It is very easy, but now 6 questions: 1. What are other quest types: KILLNAMED... 2. How to make quest avaliable only one time (we can do it only once by our character) 3. How to make no-autoreward (we go to npc for our reward) 4. How to add props as reward (e.g if we do quest, we will have name Kon) 5. How to trigger quests based on props (e.g if player has swords more than 60 - trigger the dialog. 6. How to make quests already done (marked once-doneable) mark doneable once again (e.g we finished quest x(we can't do it again), we do quest y (as reward we can make again questx)). |
QUOTE (Galfaroth @ Jan 29 2006, 03:37 PM) |
7. How to spawn specific items inside monster's backpack. 8. How to make trigger quest x if we have done quest y and z. |
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GIVE/gold,200,TAKE/Zabij Orka,questholder (doesn't work) |
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how should seem like condition to first entry that player with attachement Zabij Orka(quest) does not trigger the dialog. (e.g. GETATT/Zabij Orka, Quest/!exist->trigger first entry) |
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- spawner triggering can be made dependent upon attachments on the triggering mob by using the "ATTACHMENT,name,type" string in the TriggerOnCarried or NoTriggerOnCarried properties. This will make triggering dependent on attachments on the mob, or an attachment on an item equipped by the mob, or an attachment on an item in the top level of the mobs backpack (see attachtest1.xml for an example). |
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- modified the syntax for referencing attachments using the GET series of keywords. Whereever a property would normally be specified for those keywords, the new property keyword [ATTACHMENT,type,name,property] can be used. For example, to read the value property on an xmlvalue attachment with the name XS on a triggering mob you would specify "GETONTRIGMOB,[ATTACHMENT,xmlvalue,XS,value]". |
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3. how to make in action (and how does should seem syntax for this) SETONTRIGMOB/Criminal,true |
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- the new ATTACH keyword has been added to the spawner that allows attachments to be added to spawned items/mobs. It is very similar to the ADD keyword, but instead of adding items, you add attachments. The syntax is "ATTACH[,probability]/attachmenttype". If you further wish to set properties on the attachment that you are adding, you would use the syntax "ATTACH[,probability]/<attachmenttype/prop/value/prop/value...>". For example, the xmlmagicword attachment has a requireidentification property that can be set, that forces players to identify the attachment before it can be used. This property can be set at spawn time with "ATTACH/<xmlmagicword/requireidentification/true>". See attachtest2.xml for an example. |