Ruby Quest Item Problems

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spacemonstar

Yours Truly
Dedicated Member
Aug 12, 2004
210
2
44
England
I wonder if anyone will be able to help me.

I'm trying to repair the quest system on my server but I can't figure out why it' not working.

I'll compare 'Attack Oma!' and 'Ingredients for the Antidote' where 'Attack Oma!' works and 'Ingredients for the Antidote' does not.

Flags are set on the NPC correctly

Attack Oma!
16 7 0 1 1 *

Ingredients for the Antidote
20 12 0 1 1 *

Both files are present in the QuestDiary folder where 'Attack Oma' is 16 and 'Ingredients for the Antidote' is 20.

MonItems files are correct: Where Attack Oma! has '1/1 OmaTeeth Q' in oma.txt and Ingredients for the Antidote has '1/1 PoisonSack Q' in SpittingSpider.txt

MonGen.txt both spawns the correct mobs: Where Attack Oma! OmaTeeth are dropped from Oma and Ingredients for the Antidote PoisonSack are dropped from SpittingSpider.

SQL DB items are both STDMODE 100 (for quest items on 2.6)

There's no spelling mistakes and the only mechanical difference between the two is in the MonItems folder. oma.txt is lowercase and SpittingSpider.txt is mixed. But as the MonItems files aren't case sensitive, it wouldn't matter.

Anybody know why OmaTeeth drop with no problems whilst PoisonSack doesn't?
 

IceMan

Hero's Act Mir 2
Legendary
Apr 17, 2003
8,544
2
375
330
there is away todo it in qfun

lemme look it up

[@OnKillMob(Deer)]
#IF
CHECKITEM DeerHide 1
#ACT
BREAK
CLOSE
#ELSEACT
GOTO @QUEST4

[@QUEST4]
#IF
CHECKQUEST 4
RANDOM 2
#ACT
QUESTGIVE DeerHide 1
BREAK
CLOSE

[@OnKillMob(Deer)]
#IF
CHECKITEM DeerHide 1
#ACT
BREAK
CLOSE
#ELSEACT
GOTO @QUEST44

[@QUEST44]
#IF
CHECKQUEST 44
RANDOM 2
#ACT
QUESTGIVE DeerHide 1
BREAK
CLOSE


[@OnKillMob(CaveMaggot)]
#IF
CHECKITEM Relics 10
#ACT
BREAK
CLOSE
#ELSEACT
GOTO @QUEST38

[@QUEST38]
#IF
CHECKQUEST 38
RANDOM 2
#ACT
QUESTGIVE Relics 1
BREAK
CLOSE

[@OnKillMob(CaveMaggot)]
#IF
CHECKITEM OliviasRing 1
#ACT
BREAK
CLOSE
#ELSEACT
GOTO @QUEST40

[@QUEST40]
#IF
CHECKQUEST 40
RANDOM 2
#ACT
QUESTGIVE OliviasRing 1
BREAK
CLOSE
 
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spacemonstar

Yours Truly
Dedicated Member
Aug 12, 2004
210
2
44
England
I didn't think of doing it like that. Cheers, that will help. I assume CHECKQUEST 44 is where the quest number in diary is 44?
 
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Ardbeg

Legend
Legendary
Aug 8, 2004
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Btw this is fixed on my current files so don't do anything to drastic before next exe update


Will the fix over-rule any Qfunction fix or will that also run in tandem or sequentially, therefore requiring Qfunction removal ?
Does your fix allow for a variable rate of return of quest items per kill ?
 
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Lilcooldoode

LOMCN Developer
Developer
May 10, 2003
2,344
1
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Yes
It will need removing from qfunction aswell

"Variable rate of return" ? Speak english man! - what does this mean :-(
 
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Ardbeg

Legend
Legendary
Aug 8, 2004
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Southern England
It will need removing from qfunction aswell

"Variable rate of return" ? Speak english man! - what does this mean :-(

Instead of 1 kill = 1 item, it might take several kills before you get the item. Have an extra parameter for odds of return. 1 = every kill, 10 = 1 in 10 chance per kill.

[@OnKillMob(CaveMaggot)]
#IF
CHECKITEM Relics 10
#ACT
BREAK
CLOSE
#ELSEACT
GOTO @QUEST38

[@QUEST38]
#IF
CHECKQUEST 38
RANDOM 8 <--- This achieves a similar result.
#ACT
QUESTGIVE Relics 1
BREAK
CLOSE
 
Last edited:
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IceMan

Hero's Act Mir 2
Legendary
Apr 17, 2003
8,544
2
375
330
Instead of 1 kill = 1 item, it might take several kills before you get the item. Have an extra parameter for odds of return. 1 = every kill, 10 = 1 in 10 chance per kill.

[@OnKillMob(CaveMaggot)]
#IF
CHECKITEM Relics 10
#ACT
BREAK
CLOSE
#ELSEACT
GOTO @QUEST38

[@QUEST38]
#IF
CHECKQUEST 38
RANDOM 8 <--- This achieves a similar result.
#ACT
QUESTGIVE Relics 1
BREAK
CLOSE

this was a temp fixed. but use the mob drop files IE 1/25
 
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