Author Topic: A question for rpg systems  (Read 1888 times)

Would you guys like a quest system in events? I want to see if my mod is actually useful for rpgs and not something that can be done easier with default events before I release it

Go to npc A and talk to him. he then tells you to go kill other npcs until you gather 100 1x1 bricks.
then you must deliver them to npc B for the reward of 1000 coins.

you may then spend those coins on guns that you can finally go and join in on the fun tdm game.


i fell asleep just typing this -.-



Yeah quests like that would be lame, but an event system like he's taking about would have far more capabilities!  Don't sell him short.
« Last Edit: April 08, 2013, 02:24:31 AM by SirLancelot7 »

my quest system allows you to create quests for the player with names and description with startQuest and allows you to end a quest with end Quest. It also has input events called every time you start or end a quest for preparing for the quests or rewards at the end. Really simple as you can see

Oooh, I thought you like, used VCE.
So you made a new event so you start/end quests?
Ok, one question, do the quests actually save, like, if you start a quest, and if you rejoin the server, will you still have it on, with all the current stats saved?
Also, how does a quest check actually work. Like, if you have 2 quests on, how will the endQuest or similar actually differentiate between the two.
« Last Edit: April 08, 2013, 05:22:45 AM by LeetZero »

Oooh, I thought you like, used VCE.
So you made a new event so you start/end quests?
Ok, one question, do the quests actually save, like, if you start a quest, and if you rejoin the server, will you still have it on, with all the current stats saved?
Also, how does a quest check actually work. Like, if you have 2 quests on, how will the endQuest or similar actually differentiate between the two.

Making quests save would be easy. I will consider implementing it nto the code

Also right now I have it set so that you can only have 1 active quest, and and you must ccomplete it before using startQuest event again. Is this ok or should I allow more quests to be active as a qquest book?

Making quests save would be easy. I will consider implementing it nto the code

Also right now I have it set so that you can only have 1 active quest, and and you must ccomplete it before using startQuest event again. Is this ok or should I allow more quests to be active as a qquest book?
Meh, more or less fine with 1 quest I guess, preventing people from accepting all of the quests.
Regardless, I can imagine such a system being used for TDM achievements, I.E. [y] kills with a specific weapon. Though I am not sure how will the weapon check work or stuff like that.
« Last Edit: April 08, 2013, 06:13:05 AM by LeetZero »

Bumping because I could use this.

Release jesus christ. If people don't like it then remove it.

if you guys are looking forward to it, i will release it tomorrow

if you guys are looking forward to it, i will release it tomorrow
:D