Author Topic: Crazy Idea Quest system.  (Read 368 times)

Legacy_Jargh193

  • Newbie
  • *
  • Posts: 36
  • Karma: +0/-0
Crazy Idea Quest system.
« on: September 05, 2010, 07:55:17 pm »


               ok, Baragg can tell you, I'm not the best scripter in the world '<img'>

My idea, for those that are familier with RQCS and the NESS, is a quest system like the RQCS that uses merchants to draw upon the item they want for the quest much like the loot merchants for the NESS.  does that make sense?

example:

Player asks npc for a job, script pulls a list of 5 items out of his/hers quest merchant inventory and gives the player some options as to which quest to take. Also allowing the quest to be persistant over sever resets until completed rewarding gold and xp.

Baring this from working, can anyone tell me why some items don't show in the RQCS, I have several items that don't show up, it asks for "I need 10 's" instead of say "I need 10 bolts of black Dyed Cloth" or food or whatever he wants, but other items show up, I was told it was the number of characters in the item tags, if that were the case then food_001 should show up but food_002 still works fine.

In any event, I think a quest system like this would be very usefull and easy to set up once the system has been made.  As the title states "Crazy Idea Quest System"

be happy to hear comments, but looking for more then a "No it can't be done", unless it's a "No, can't be done because of...."  answer 'Image

And Baragg, got the mod alive again  thanks for everything.
               
               

               


                     Modifié par Jargh193, 05 septembre 2010 - 07:01 .
                     
                  


            

Legacy_Jargh193

  • Newbie
  • *
  • Posts: 36
  • Karma: +0/-0
Crazy Idea Quest system.
« Reply #1 on: September 07, 2010, 10:13:13 pm »


               I guess noone wants to try this one. And I wasn't meaning disrespect about the "Don't tell me no" thing, I just want to know why it's a no, if I knew that maybe I could find a work around.
               
               

               
            

Legacy_GhostOfGod

  • Hero Member
  • *****
  • Posts: 1490
  • Karma: +0/-0
Crazy Idea Quest system.
« Reply #2 on: September 07, 2010, 10:20:40 pm »


               I don't think it's that no one wants to help. I think it's just that this:

Jargh193 wrote...

....for those that are familier with RQCS and the NESS,....

Is going to limit what help you are able to get. I would be glad to help you but I've never even heard of RQCS.':unsure:'
               
               

               


                     Modifié par GhostOfGod, 07 septembre 2010 - 09:23 .
                     
                  


            

Legacy_Lightfoot8

  • Hero Member
  • *****
  • Posts: 4797
  • Karma: +0/-0
Crazy Idea Quest system.
« Reply #3 on: September 07, 2010, 10:32:06 pm »


               I agree,  You would be better off just explaining what you want without compairing it to other systems.
               
               

               
            

Legacy_Jargh193

  • Newbie
  • *
  • Posts: 36
  • Karma: +0/-0
Crazy Idea Quest system.
« Reply #4 on: September 08, 2010, 02:27:46 am »


               ok....Basicly,



Have a merchant that has certain items in it called questmerchant (or whatever) (not npc, just the merchant) and a quest giver. The quest giver will look at the items in this merchant for 5 different items, then offer 5 quests (take one only at a time) asking for a random number of item 1, item 2, item 3, and so on.



example

the merchant holds the items you want the quest giver to ask for, say you have acorn, apple, iron ore, blank scroll, rogue tunic, short sword, dagger. (ok 7 items there) The quest giver will pick out 5 items (maybe more, but 5 should be good enough) offers 5 quests, each asking for 1 of the items it picked out, and a random number of each item, like 10 apples, or 15 daggers, 20 iron ore, and so on.( I guess it might be easier to give the player a token to store what the npc wants to hold the data on). then when the player returns the npc will take what the player has, not exceeding the number needed



And reward the player with xp and gold, maybe based on the sell price of the items or something.



So far this sounds alot like the RQCS, except that it call for the requested item not from a script or variable, but from items in a merchant. Should allow for alot of possible quests from 1 npc. each time the player talks to the quest giver he will offer different quests if the player isn't already doing one.



does that make sense?



the NESS loot merchant and how the system finds the loot for monsters is where I started thinking about this, but mixed with how forsetti handles the quests. Both are great systems BTW.



The RQCS is made by Forsetti and Yosemiti sam (repeatable quest contract system)

The NESS (please don't make me spell his name '<img'> Encounter spawn system)