Okay would appreciate some help with making quests persistant....probably a very simple procedure but somehow I have not figured it out :S
okay I am using the Persistant Quest & Journal http://neverwinterva...quests-journalsscript and would like to see it implemented on the quests in my module.
So basically I need to add a line or something according to the script but when I do it is no longer working so anyone tell me what I am doing wrong here?
So thjis is the script that starts 1 of the quests:
#include "nw_i0_plotwizard"#include "pqj_inc"void main(){SetLocalInt(OBJECT_SELF, "p000began", 1);PWSetMinLocalIntPartyPCSpeaker("p000state_Dela", 1);PWSetMinLocalIntPartyPCSpeaker("p000state", 1);}
Checks for item to finish:
int StartingConditional(){int nShow = OBJECT_INVALID != GetItemPossessedBy(GetPCSpeaker(), "VillainHead");return nShow;}
To finish
#include "nw_i0_plotwizard"void main(){object oItemToTake = GetItemPossessedBy(GetPCSpeaker(), "VillainHead");DestroyObject(oItemToTake);GiveGoldToCreature(GetPCSpeaker(), 150);PWSetMinLocalIntPartyPCSpeaker("p000state_Dela", 3);PWSetMinLocalIntPartyPCSpeaker("p000state", 3);PWGiveExperienceParty(GetPCSpeaker(), 200);}
it works like this:you prepare your journal in the toolbox, assigning proper tags/ids, then you normally useAddJournalQuestEntry() and RemoveJournalQuestEntry() to manage them via scripting.now, you just have to use AddPersistentJournalQuestEntry() and RemovePersistentJournalQuestEntry()with exact the same parameters (bAllPlayer, bAllPartyMembers and bAllowOverrideHigher still work likein the original bioware functions). this means no restrictions, it's fully transparent.now add the following line of code to your Module OnClientEnter script (don't forget to include this script):RebuildJournalQuestEntries(GetEnteringObject());that's all, now you have a persistent journal... you can basically use CTRL-R to find/replace theoriginal functions with the persistent ones and add the OnClientEnter code.furthermore, you can use RetrieveQuestState() to get the current state of aquest for the specified player/quest-tag. this means you can manage your conversations withthis function and control quest-flow. you won't need to store additional LocalInts somewhere, justuse the DB information.
not entirely sure where to put what where so if anyone can help me that would be grant!





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