Adventures Mod WIP

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Chinchow
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Joined: Tue Sep 18, 2012 21:37

by Chinchow » Wed Jan 23, 2013 20:32

Sorry more suggestions
1: a quest chest with an ID set or something
This because what if your mission is to put an item into a certain chest?
2:Time space missions
Like it must be completed be 6000 time
Last edited by Chinchow on Wed Jan 23, 2013 20:32, edited 1 time in total.
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests
 

ashenk69
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Posts: 230
Joined: Tue Jul 03, 2012 00:08

by ashenk69 » Thu Jan 24, 2013 05:14

Chinchow wrote:Sorry more suggestions
1: a quest chest with an ID set or something
This because what if your mission is to put an item into a certain chest?
2:Time space missions
Like it must be completed be 6000 time


I like your ideas but right now I am just trying to get the system working properly. That doesn't mean I don't appreciate the ideas. It's just trying to resolve the smaller and more basic problems first before I tackle more complicated parts.
 

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jojoa1997
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Joined: Thu Dec 13, 2012 05:11

by jojoa1997 » Thu Jan 24, 2013 12:25

how about this. making a node that gives you privs temporarily. so you only have shout, interact. then you walk byu the"portal" and you get fast and run down the length of the tunnel. at the end you lose fast caause you are out of the teleporter. the node was made to have its range be the tunnel.
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

ashenk69
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Posts: 230
Joined: Tue Jul 03, 2012 00:08

by ashenk69 » Sat Jan 26, 2013 05:41

After moving to the newest dev version of minetest, I am now able to use the show_formspec function which now allows me to create books. In creative mode you can use the command /books to open up the books menu. From there you can define a title you want to give the book and it will create it for you. Once you click on one of the books you created it will open another menu which shows the book's contents and this is where you'll write the story or message. Information from books is saved like everything else, with the /save command. I am thinking of adding another name to the book because currently I register the books by their titles and that can cause issues and limitations. If I add another name to it for registering than the title can be anything you want.

As far as quests go. I have been working on how to get quests to signal if they are completed or not. I am really close I just need to fix a few things.
Last edited by ashenk69 on Sat Jan 26, 2013 05:42, edited 1 time in total.
 

ashenk69
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Posts: 230
Joined: Tue Jul 03, 2012 00:08

by ashenk69 » Sun Jan 27, 2013 04:37

Quests are finally here. Currently only the "Collect" type is properly implemented. You can define a quest with "Collect" type and it will create a quest that requires the player to collect a certain amount of the defined node. Multiple objectives can be defined per quest by dividing the objective definitions and descriptions by the "|" character. I have not tested if this works but it should.

I can't make a player automatically accept a quest because on_rightclick doesn't register when formspec is shown so I have to still use a button for now. I might be able to create a workaround for it but right now buttons are fine.
 

ashenk69
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Posts: 230
Joined: Tue Jul 03, 2012 00:08

by ashenk69 » Tue Feb 05, 2013 19:37

Quests are still being progressed forward. A quest can now be defined as Return which makes the player return a certain number of the item defined back to the quest node. The quest node is able to dynamically take care of whether or not it is a Return quest or a collect Quest. On a Return quest it'll display a dropoff inventory slot once the quest is accepted. Any items that are placed there are checked for validity and if they are valid than the correct amount is removed. This way you won't lose items to a never ending hole for an inventory slot. Once a sufficient amount is given to the slot than that objective will be complete. Quests nodes in general also now display whether the quest is accepted, in progress, completed, and turned in. I have also made quests persistent after you close the world. This way players can quit the game and return to the same point they stopped at.
 

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