Adding classes to quests

Kitty
Posts: 0
Joined: Sat Apr 25, 2009 3:29 pm

Adding classes to quests

Post by Kitty »

I'm having some problems and I can't figure out what I'm doing wrong, but I'm having a hard time linking a 2nd part to quests such as meditation for 7 new classes, what I did is copied #13 (druid) and changed the # value to reflect each new class, the quest works up to the return part you even get the magical rune in your inventory, but when you ask return he wont give exp or meditate ability. he just looks at you.

Any help would be appreciated.

Here's the line I'm using

check class:class 16:minlevel 20 2614:takeitem 1351:message 2639:message 2640:addexp 5000:minlevel 20:failability 187:giveability 187 1:text 9026

Then for each different class I change class # but keep the rest of the line the same.
The Ghost

Re: Adding classes to quests

Post by The Ghost »

check class:class 16 <-- I belive if I remember it should be check class:16 and then :minlevel 20 2614: What is the 2614 for?
Kitty
Posts: 0
Joined: Sat Apr 25, 2009 3:29 pm

Re: Adding classes to quests

Post by Kitty »

Quote from: The Ghost on April 25, 2009, 08:18:29 PMcheck class:class 16 <-- I belive if I remember it should be check class:16 and then :minlevel 20 2614: What is the 2614 for?

Don't know it was from a original line that I copied from class #13 (druid)
The Funeral Portrait

Re: Adding classes to quests

Post by The Funeral Portrait »

The 2614 is the number of the message to be displayed if you're under level 20.

Deathcow has a complete guide in this thread for adding new classes to quests:
http://mmb.forumshq.com/index.php?topic=10872.0

Because you copied the line verbatim, the values need to be changed.

check class:class 16:minlevel 20 2614:takeitem 1351:message 2639:message 2640:addexp 5000:minlevel 20:failability 187: <--- That should be your problem. Failability checks whether you have the ability (187 - Meditate), and if so, the text quits. That might explain why he just sits there and does nothing.

You may need a new ability step for the new quest in the chain, or you could start a new ability if you'd prefer.
Kitty
Posts: 0
Joined: Sat Apr 25, 2009 3:29 pm

Re: Adding classes to quests

Post by Kitty »

Quote from: The Funeral Portrait on April 25, 2009, 10:27:31 PMThe 2614 is the number of the message to be displayed if you're under level 20.

Deathcow has a complete guide in this thread for adding new classes to quests:
http://mmb.forumshq.com/index.php?topic=10872.0

Because you copied the line verbatim, the values need to be changed.

check class:class 16:minlevel 20 2614:takeitem 1351:message 2639:message 2640:addexp 5000:minlevel 20:failability 187: <--- That should be your problem. Failability checks whether you have the ability (187 - Meditate), and if so, the text quits. That might explain why he just sits there and does nothing.

You may need a new ability step for the new quest in the chain, or you could start a new ability if you'd prefer.

Well the problem is there's not enough characters for me to add the other classes to the 9046 textblock for meditate, so I have to link/add another textblock and somehow get the link to work or w/e, I'm trying to link 9046 to 14002 and I guess I'm not doing something right. dont think it has anything to do with the failability because none of the characters have the meditate ability yet.
SouthernCross

Re: Adding classes to quests

Post by SouthernCross »

Meditate is text block 9046 and goes 9046 --> from 9050 (Dhelvanen looks up from his meditations at you.......) to 9046

check class:class 1:minlevel 20 2614:takeitem 1351:message 2639:message 2640:addexp 5000
check class:class 2:minlevel 20 2614:takeitem 1351:message 2639:message 2640:addexp 5000
check class:class 3:minlevel 20 2614:takeitem 1351:message 2639:message 2640:addexp 5000:minlevel 27:failability 187:giveability 187 1:text 9026
check class:class 4:minlevel 20 2614:takeitem 1351:message 2639:message 2640:addexp 5000:minlevel 23:failability 187:giveability 187 1:text 9026
check class:class 5:minlevel 20 2614:takeitem 1351:message 2639:message 2640:addexp 5000:minlevel 20:failability 187:giveability 187 1:text 9026
check class:class 6:minlevel 20 2614:takeitem 1351:message 2639:message 2640:addexp 5000:minlevel 23:failability 187:giveability 187 1:text 9026
check class:class 7:minlevel 20 2614:takeitem 1351:message 2639:message 2640:addexp 5000
check class:class 8:minlevel 20 2614:takeitem 1351:message 2639:message 2640:addexp 5000
check class:class 9:minlevel 20 2614:takeitem 1351:message 2639:message 2640:addexp 5000:minlevel 27:failability 187:giveability 187 1:text 9026
check class:class 10:minlevel 20 2614:takeitem 1351:message 2639:message 2640:addexp 5000:minlevel 23:failability 187:giveability 187 1:text 9026
check class:class 11:minlevel 20 2614:takeitem 1351:message 2639:message 2640:addexp 5000
check class:class 12:minlevel 20 2614:takeitem 1351:message 2639:message 2640:addexp 5000:minlevel 20:failability 187:giveability 187 1:text 9026
check class:class 13:minlevel 20 2614:takeitem 1351:message 2639:message 2640:addexp 5000:minlevel 20:failability 187:giveability 187 1:text 9026
check class:class 14:minlevel 20 2614:takeitem 1351:message 2639:message 2640:addexp 5000:minlevel 27:failability 187:giveability 187 1:text 9026
check class:class 15:minlevel 20 2614:takeitem 1351:message 2639:message 2640:addexp 5000
check class:class 16:minlevel 20 2614:takeitem 1351:message 2639:message 2640:addexp 5000:minlevel 20:failability 187:giveability 187 1:text 9026

There is not much char room left in stock, I believe 9 chara left after all that.

Linking the spell does not work.

The reason is this --> links work first as a reference, when say text block one is trigered it will say read text block 2 after the command is triggered.

However, I overcame it by rebuilding the text block, making two parts. PArt one is the copy of the original, part two extends on part one. This way it reads as a continuous read, instead of saying part one is done now link it to part 2.

The other way to overcome the problem is to give them inherit Bash, Meditate etc and the class ability and raise the amount of exp needed to level such as.

ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»
º Vampire EXP: 375% º
ÌÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ͹
º Vampire are the dark lord of the realm, a contradictory class -- º
º they are mages with ungodly power. However, they are both good and evil. º
º Vampires have the devils stealth with a gods hand. A Immortal from º
º being chosen to be in league with the devil, they swore off priestly º
º powers in exchange for the devils gift. Vampires elders become the º
º masters of time and space. They sacrifice their lifes to both destroy and º
º space. Often they make good spies, as they already have gods stealth º
º and evasion skills. Vampires will use any one-handed weapon, and can º
º wear only leather armour. º
ÌÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ͹
º HP/Level: 5-8 Magic: Mage-3 Combat: Five Weapons: 1-H Armour: Leather º
ÌÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ͹
º Abilities: Stealth, Traps, Lockpicking, Meditate. º
ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ

Hope that explains things a little bit for ya.

Southern
The Funeral Portrait

Re: Adding classes to quests

Post by The Funeral Portrait »

Quote from: SouthernCross on April 26, 2009, 12:10:42 AM

The other way to overcome the problem is to give them inherit Bash, Meditate etc and the class ability and raise the amount of exp needed to level such as.

This is not true at all...You can keep the classes the way they are and follow up the Meditate quest with a 2nd quest.

You can string many textblocks together by using parts. Each part is a full page for the textblock. Try using your line editor in Nightmare...it will track the parts and keep it organized.
SouthernCross

Re: Adding classes to quests

Post by SouthernCross »

That is what I stated the first thing to do is part them together. The second way is to just make it inherit. I found it easier to get working when you rebuild the entire textblock say if your rebuilding text block 500 (for example) copy and paste in a new block number than list it as part one. The next text block part, list as part 2. I have added almost 100 new quests, as well as add every new class to all the quests doing it the part one way.

However, in the case of Vampires and Juggernauts I gave one inherit Meditate and othr Inherit bash.

The only text blocks that might need a complete rebuild are the evil lvl 50 quests, Metro left a few things out when doing them. When she adds any new classes to evil lvl 50 quests, with those it will require a complete rebuild.

I noticed, before I rebuilt it, the new classes would get as far as the tapestry, but would not be able to kill Lich. It has no problem when the new classes was Good or Neutral. It almost seems that the lvl 50 quests was not totaly completed when released from Metro.

Making new align quests will be easier to do once you get the hang of how the lvl 50 quests left off as well. Making new status quests are much more simple. And they help provide the player with greater choice to do a simple quest early and get a small benefit or wait it out to they get alot bigger and get a much bigger award for completing them.
The Funeral Portrait

Re: Adding classes to quests

Post by The Funeral Portrait »

Quote from: SouthernCross on April 26, 2009, 01:12:04 AMMaking new status quests are much more simple. And they help provide the player with greater choice to do a simple quest early and get a small benefit or wait it out to they get alot bigger and get a much bigger award for completing them.

I totally agree with this. I'm working on a quest pack that really fleshes out legit MMud's status enhancement quests for this exactly this reason. I'll likely release it individually and also together with the MMR mod once Greatermud is released.
Kitty
Posts: 0
Joined: Sat Apr 25, 2009 3:29 pm

Re: Adding classes to quests

Post by Kitty »

I just wanted to check but is µ¿×&5/? characters like this supposed to be at the end of each textblock?
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