Namelist + quests

alienation

Dedicated Member
Dedicated Member
Mar 6, 2006
43
0
32
ok i am a brginner with quests and seems all the quest's i have written are wrong :S lol

could some 1 explain where the namelist.txt file is that i have to check for people who have done the quest

and could this be right coding ?

[@main]
#if
check namelist
#say
boo get me a fish from the local river \ \
#elsesay
Sorry you have done this quest\\

<Errr Ok/@ok>\

[@ok]
#if
check fish
#act
take fish
give TboneSteak
#elsesay
Sorry m7 you have either\
dont this quest or lack the item required

and before people say search i have for the past day, found alot of results and cant figure out a right one :P

cheers in advance
 

BloodDemon

Golden Oldie
Golden Oldie
Jul 20, 2003
649
19
155
Darlington, UK
Ok from what i can understand your not far off. Heres the code i wud use and a writeup of why

Code:
[@main]
#if
checknamelist fishquest.txt
#say
Quest is done\ \
#elseact
goto @ok

[@ok]
#if
check fish 1
#act
take fish 1
give TboneSteak 1
addnamelist fishquest.txt
#SAY
Quest done.\
#elsesay
Get me a fish outa da river.\ \
<Exit/@exit>\

make a txt file called "fishquest.txt" and put it in "market_def" aswell as this npc. When you call a checkname list and you entered the npc ingame using "merchant.txt" it looks in "merchant_def" by default for the txt file. However if you entered the npc ingame using "npc.txt" u need to create a "fishquest.txt" file in your "NPC_def" folder.

Hope this helps
Chris
 
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alienation

Dedicated Member
Dedicated Member
Mar 6, 2006
43
0
32
Ok from what i can understand your not far off. Heres the code i wud use and a writeup of why

Code:
[@main]
#if
checknamelist fishquest.txt
#say
Quest is done\ \
#elseact
goto @ok
 
[@ok]
#if
check fish 1
#act
take fish 1
give TboneSteak 1
addnamelist fishquest.txt
#SAY
Quest done.\
#elsesay
Get me a fish outa da river.\ \
<Exit/@exit>\

make a txt file called "fishquest.txt" and put it in "market_def" aswell as this npc. When you call a checkname list and you entered the npc ingame using "merchant.txt" it looks in "merchant_def" by default for the txt file. However if you entered the npc ingame using "npc.txt" u need to create a "fishquest.txt" file in your "NPC_def" folder.

Hope this helps
Chris

that was great mate 0_o cheers :)
only npc i left with problems now is Special repair hehe :S

really aint got any idea how to do that one lol
 
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Fire

Golden Oldie
Golden Oldie
Apr 15, 2003
1,302
1
175
at the top of the npc file put:

(@s_repair)

i think that should let you use the command
 
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BloodDemon

Golden Oldie
Golden Oldie
Jul 20, 2003
649
19
155
Darlington, UK
:) its not a problem man its good to help, emm special repair requires a value to be set..

here you go

Code:
(@s_repair)
%100
+5
+6

[@main]
<Special Repair Weapon/@s_repair>

[~@repair]
Your weapon seems to be repaired fine.\ \
 <Back/@main_1

To make it repair more items you must add more "+" to the top, for instance if u wanted it to repair rings you must find the stdmode for rings which is 22 and 23 i think and add +22 and +23 to the top of the file. Another note is if u want the item to b unrepairable and sellable make the price 0 in the DB. This also has a side effect of making it non purchaseable from the shop

Hope this helps
Chris
 
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