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caanmasu

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Everything posted by caanmasu

  1. quest kampagneteil1 begin state start begin when login or levelup with pc.level >= 0 begin notice("New mission available - The Wild Dog Plague.") set_state(kampagne1) end end state kampagne1 begin when letter begin send_letter("The Wild Dog Plague") end when button or info begin say_title("The Wild Dog Plague") say("Wild dogs roam the gates of the village.") say("Kill 50 of these plagues and you will") say("be richly rewarded!") say("") say_reward("Task: Kill 50x Wild Dog.") say_reward("Reward:") say_reward("- Weapon+6.") say_reward("- 10.000 Yang.") --before that you begin the next state, set your qf, so it won't change pc.setqf("state", 50) -- set_state(kampagne2) end end state kampagne2 begin when letter begin --pc.setqf("state", 0) --no clean qf --q.set_counter("Remaining",50) q.set_counter("Remaining", pc.getqf("state")) --when login/letter update this counter. If you left value fix, each login it will set 50. end when button or info begin say_title("The Wild Dog Plague") say("I see you are busy earning your reward.") say("") --say_reward( "You still have to defeat ".." "..50 - pc.getqf("state").." wild dogs ".. pc.get_name() ..".") say_reward( "You still have to defeat "..pc.getqf("state").." wild dogs ".. pc.get_name() ..".") --changed value fix for qf, ok say("") say("Continued success!") end when 101.kill begin --local count = pc.getqf("state") + 1 local count = pc.getqf("state") - 1 --in this case, I has set negative because it begin on max value if count <= 50 then pc.setqf("state", count) --q.set_counter("Remaining", 50 - count) q.set_counter("Remaining", count) --set update value --if count == 50 then if count <= 0 then --when value became 0, then... (automatically quest value clean) say_title("The Wild Dog Plague") say("") say("You have killed all the wild dogs.") say("A special reward is waiting for you!") say("Get ready for your next job!") say("") say_reward("- Weapon+6.") say_reward("- 10.000 Yang.") pc.changegold(10000) syschat("You have received 10.000 Yang.") if pc.get_job() == 0 then pc.give_item2(16, 1) elseif pc.get_job() == 1 then pc.give_item2(1006, 1) elseif pc.get_job() == 2 then pc.give_item2(16, 1) elseif pc.get_job() == 3 then pc.give_item2(7006, 1) end clear_letter() set_quest_state("blah2", "run") set_state( __COMPLETE__ ) end end end end state __COMPLETE__ begin end end
  2. Hi friend ^^ No problem, I have the solution Just you should add a 6° parameter, so: target.pos("__TARGET__", local_x, local_y, pc.get_map_index(), "Your desc", 0) This 6° parameter means send_to_client, for default is 1. Put 0 ir order to desactivate. send_to_client = 0 -> arrow no appears
  3. Official quest skill_group works? It is weird that do not work pc.set_skill_group(1)...
  4. Hi pc.set_skill_group(1) This sentence is right. Then try left your group skill and select one new, so: pc.set_skill_group(0) pc.set_skill_group(1)
  5. Hi friend I'm quest/lua expert (don't worry, be happy :P) When end a quest and start other, should to include "enter" in "when", so: when enter or login begin This means that, when pc start in that state, execute only one time this content. Example: when enter begin chat("This sentence appears one time in this state when enter") end Instead when login begin chat("This sentence appears each login") end You have a bad structure when put set_quest_state("quest_name", "start") because ALL quests start with "state start" xD Then you should put another name state.
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