It's often best to use one NPC for multiple quest, because you can save yourself time & resources by having fewer NPCs on your palette... Because most builders spawn in NPCs, they have to put them on the palette, when the palette becomes bloated you start running into errors within the module as you become lower on resources or exceed the maximum threshold... (Not desirable)
Most builders who exceed system resources for the palette run into a variety of problems, like scripts not firing, NPCs not acting correctly, and yes the list goes on and on...
It's rather trivial to handle most quest, it either works off an item or a variable set on the PC...
When the PC kills the boss, the PC should get a variable, that shows they did it, and of course everyone in the party...
When the PC returns to the quest giver, the quest giver will check to see if the PC has the variable on them..
Naturally you would set that the PC has been given the quest by placing an int on them, more specifically on an item they have, this is why I give them a very unique token, so it will be persistent across restarts, or if it's for single player use, give them an item instead... Making quest persistent however is a bit more tricky and requires scripting in the module's OnClientEnter event, this way they get all the quest they completed & are doing when they enter, every time...
Modifié par _Guile, 19 avril 2011 - 06:37 .