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Quest Tracking
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Post is unread #1 Aug 25, 2009, 12:50 pm
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TigerzDen
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Ok, I was wonderng if anyone knew of/has any snippets that keep track of quests. I"m using mob_progs to facilitate quests and don't want players to be able to do one quest over and over again. Would also like to keep track of who's done what on the staff side too, if possible. Any help is appreciated. Thanks!
       
Post is unread #2 Aug 25, 2009, 6:07 pm
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Hanaisse
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There's one called Abit/Qbit Questbit code over at Mudbytes repository (not sure why it's not here). I haven't tried it yet but been meaning to, it looks interesting.
       
Post is unread #3 Aug 25, 2009, 6:27 pm
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dbna2
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in smaugfuss 1.8 they have variables I think they do that.
       
Post is unread #4 Aug 29, 2009, 2:40 pm
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Conner
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Yeah, that was the idea behind "variables" in 1.8, it's basically the same thing ass abits/qbits, at least as I understand it.
       
Post is unread #5 Aug 29, 2009, 7:38 pm
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Hanaisse
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Are you guys talking about the variables.c file that contains things like this..

 *  "tag" is a text identifier to refer to the variable and can
 *  be suffixed with a colon and a mob vnum  ie:  questobj:1101
 *  vnum 0 is used to denote a global tag (local to the victim)
 *  otherwise tags are separated by vnum
 *
 *  mptag	<victim> <tag> [value]
 *  mprmtag	<victim> <tag>
 *  mpflag	<victim> <tag> <flag>
 *  mprmflag    <victim> <tag> <flag>


..but aren't declared in mud.h so it doesn't actually work? :)
(at least not in my copy of 1.9)
       
Post is unread #6 Aug 29, 2009, 10:39 pm   Last edited Aug 29, 2009, 10:40 pm by dbna2
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dbna2
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I believe it works, never actually tried it though.
and from what I noticed commands don't actually need to be declared in mud.h for it to work in game.

You are talking about the DECLARE_DO_FUNCTION thing right?
       
Post is unread #7 Aug 30, 2009, 10:39 am
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6Dragons
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I incorporated variables from 1.8 into my code, and I can tell you it is
a lot better then abits/qbits. It's shouldn't be the only thing in your
repertoire for quest code, but it definitely is an enhancer.

Conner said:

Yeah, that was the idea behind "variables" in 1.8, it's basically the same thing ass abits/qbits, at least as I understand it.
       
Post is unread #8 Aug 30, 2009, 6:48 pm
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Hanaisse
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Yes, I meant the DECLARE_DO_FUN things and maybe I was mislead to think all functions needed to be. I never claimed to be a coder but I'm learning.

Can anyone explain how these variables actually work?
       
Post is unread #9 Aug 30, 2009, 6:59 pm
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dbna2
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Well I can't explain how they work, because I haven't used them yet. but its good to declare_do_fun things in mud.h so that way the function can be called in the code in different places, but it isn't needed to work in the mud. or atleast that's how it works for me anyways.
       
Post is unread #10 Aug 31, 2009, 4:32 pm   Last edited Aug 31, 2009, 4:34 pm by 6Dragons
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6Dragons
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This is how it works for me. Course there are other things
you can do with it, like make a timer, so it only remembers
for a certain length of time.

mppause 3
mpechoat $n You see the sheriff, and instantly tell the story the apprentice
mpechoat $n told you in a gush of words.
mppause 5
mpechoat $n Sheriff Seano says, 'Excellent, now we need to kill that Necromancer!'
if istagged($n, story)
mppause 3
mpechoat $n Sheriff Seano says, 'Thank the Creator we have reinforcements now. Are you willing to help us?'
mppause 2
mpechoat $n Type SAY YES to accept the quest.
else
mppause 6
mpechoat $n Sheriff Seano says, 'We were on our way to Paleon City when we stumbled
mpechoat $n upon orcs guarding this desecrated tunnel. We killed the orcs, and established
mpechoat $n a perimeter around it. We sent a dwarf guard into the tunnel to scout, and a
mpechoat $n couple of our lads ran ahead to Paleon to get help.'
mppause 6
mpechoat $n Sheriff Seano says, 'Alas, we have had no word from the scout that entered the tunnel.
mpechoat $n We can only assume he is dead.'
mptag $n story
endif
       
Post is unread #11 Aug 31, 2009, 9:45 pm
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dbna2
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mppause? is that the same as mpsleep ?
       
Post is unread #12 Sep 1, 2009, 12:08 am
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6Dragons
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Yah, same thing. I just thought mpsleep should've been named mppause so I searched and replaced it way back when i put that in.

       
Post is unread #13 Sep 1, 2009, 7:08 pm
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Hanaisse
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Nice mprog example, thanks.
I guess what I'm asking is there any documentation (we all know Smaug seriously lacks in this area) on how I as a builder can use this in my mud? What are the values for mptag, etc? The existing help on variables only explains what $n etc are and help on quests is pretty generic. Maybe it's there but I'm just not seeing it..
       
Post is unread #14 Sep 2, 2009, 5:55 am
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6Dragons
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Isn't there a help file with smaug1.8 that has variables? The example
I showed you is exactly how it is done. You don't have to use story
for a name to check against you can use anything you want.

Vladaar
       
Post is unread #15 Sep 2, 2009, 7:38 am
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Hanaisse
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Well, I use SmaugFUSS 1.9 and there's no help. I'll go look at earlier versions and see what I can find. Thanks for the help Vladaar :)
       
Post is unread #16 Sep 2, 2009, 12:38 pm
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Remcon
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I think variables got added in 1.8 but no promises. And chances are no help files for it.
       
Post is unread #17 Sep 2, 2009, 1:27 pm
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6Dragons
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Try help files for smaug1.8 not smaugfuss1.8. Smaugfuss guys may have forget to add the helpfiles, but the guys who made variables code smaugteam prob have it in their 1.8 release.
       
Post is unread #18 Sep 2, 2009, 3:07 pm
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Conner
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6Dragons said:

Try help files for smaug1.8 not smaugfuss1.8. Smaugfuss guys may have forget to add the helpfiles, but the guys who made variables code smaugteam prob have it in their 1.8 release.

Usually, the "Smaugfuss guys"just make changes to the stock code from Smaug to clean it up and such, so it's more likely that if Smaug 1.8 had the help entry then SmaugFUSS does too and if SmaugFUSS 1.8 didn't have it (which is likely since SmaugFUSS 1.9 apparently doesn't) then Smaug 1.8 didn't either. Which would qualify as the sort of thing the "Smaugfuss guys" do look for to add... :wink:
       
Post is unread #19 Sep 2, 2009, 7:19 pm
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Hanaisse
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Yeah, I found help files for mptag/mpflag/istagged/isflagged in Smaug1.8, not in the Fuss files.
It's still doesn't make it clear what the tags and values are or can be, but that'll be the fun in playing with it.
       
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