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Hello i have this qquest working properly tested more than 10 times.

But i am not sure why a player can take the quest again and again after completed.

I want the quest to be done only 1 time by a player.

/*
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 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package quests.Q701_PathOfNoblesseTwo;


import net.sf.l2j.gameserver.model.actor.L2Npc;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.model.quest.Quest;
import net.sf.l2j.gameserver.model.quest.QuestState;


public class Q701_PathOfNoblesseTwo extends Quest
{
private static final String qn = "Q701_PathOfNoblesseTwo";


// Item
private static final int GRAVE_ROBBERS_HEAD = 1474;
private static final int CARADINES_LETTER = 7678;
private static final int CARADINES_LETTER_1 = 7679;


public Q701_PathOfNoblesseTwo()
{
super(701, qn, "Path Of Noblesse Two");


setItemsIds(GRAVE_ROBBERS_HEAD);


addStartNpc(50011); // Exemia
addTalkId(50011);


addKillId(21353, 21354, 21355); // Varka Silenos Scout, Varka Silenos Hunter, Varka Silenos Shaman
}


@Override
public String onAdvEvent(String event, L2Npc npc, L2PcInstance player)
{
String htmltext = event;
QuestState st = player.getQuestState(qn);
if (st == null)
return htmltext;


if (event.equalsIgnoreCase("50011-03.htm"))
{
st.setState(STATE_STARTED);
st.set("cond", "1");
st.playSound(QuestState.SOUND_ACCEPT);
}


return htmltext;
}


@Override
public String onTalk(L2Npc npc, L2PcInstance player)
{
String htmltext = getNoQuestMsg();
QuestState st = player.getQuestState(qn);
if (st == null)
return htmltext;


switch (st.getState())
{
case STATE_CREATED:
if (player.getLevel() < 75)
htmltext = "50011-01.htm";
else
htmltext = "50011-02.htm";
break;


case STATE_STARTED:
if (st.getInt("cond") == 1)
htmltext = "50011-04.htm";
else
{
htmltext = "50011-05.htm";
st.takeItems(GRAVE_ROBBERS_HEAD, -1);
st.takeItems(CARADINES_LETTER, -1);
st.giveItems(CARADINES_LETTER_1, 1);
st.rewardItems(57, 3000000);
st.playSound(QuestState.SOUND_FINISH);
st.exitQuest(false);
}
break;

//I Add this 4 lines but still players can do it. 
//Can someone correct it please?
case STATE_COMPLETED:
htmltext = getAlreadyCompletedMsg();
break;
}


return htmltext;
}


@Override
public String onKill(L2Npc npc, L2PcInstance player, boolean isPet)
{
QuestState st = checkPlayerCondition(player, npc, "cond", "1");
if (st == null)
return null;


if (st.dropItemsAlways(GRAVE_ROBBERS_HEAD, 1, 1000))
st.set("cond", "2");


return null;
}


public static void main(String[] args)
{
new Q701_PathOfNoblesseTwo();
}
}

 

6 answers to this question

Recommended Posts

  • 0
Posted (edited)

Your quest is kinda wrong coded, compare it with any another quest. You messed onTalk and onAdvEvent

 

For example this

st.playSound(QuestState.SOUND_FINISH);
st.exitQuest(false);

Is supposed to be onAdvEvent, while you put in onTalk. Rework the quest.

 

 

Moved to request dev help.

Edited by SweeTs
  • 0
Posted

Your quest is kinda wrong coded, compare it with any another quest. You messed onTalk and onAdvEvent

 

For example this

st.playSound(QuestState.SOUND_FINISH);
st.exitQuest(false);

Is supposed to be onAdvEvent, while you put in onTalk. Rework the quest.

 

 

Moved to request dev help.

 

Well this quest is the Q272_WrathOfAncestors from aCis.

I just change the NCPs and mobs and rewards..

  • 0
Posted (edited)

Oh, indeed, Then ignore what I said, I don't rly busy about quests, but that's a lil bit interesting. Some quests are coded like this you, another is coded on the example I told. Else, this quest has old/new writting style, since roko reworked them.

 

Well, I guess you have to wait for Tyky or someone who code quests :D

 

 

Btw, what about the original quest? Have you tried to change only the st.exitQuest(false) and see if you can take it again?

Edited by SweeTs
  • 0
Posted

Oh, indeed, Then ignore what I said, I don't rly busy about quests, but that's a lil bit interesting. Some quests are coded like this you, another is coded on the example I told. Else, this quest has old/new writting style, since roko reworked them.

 

Well, I guess you have to wait for Tyky or someone who code quests :D

 

 

Btw, what about the original quest? Have you tried to change only the st.exitQuest(false) and see if you can take it again?

Well if i leave it this way for now it will cause error or something?

Also i change this:

htmltext = "50011-05.htm";
st.takeItems(GRAVE_ROBBERS_HEAD, -1);
st.takeItems(CARADINES_LETTER, -1);
st.giveItems(CARADINES_LETTER_1, 1);
st.rewardItems(57, 3000000);
st.playSound(QuestState.SOUND_FINISH);
st.exitQuest(false);

with this you said:

htmltext = "50011-05.htm";
st.takeItems(GRAVE_ROBBERS_HEAD, -1);
st.takeItems(CARADINES_LETTER, -1);
st.giveItems(CARADINES_LETTER_1, 1);
st.rewardItems(57, 3000000);
st.playSound(QuestState.SOUND_FINISH);
st.exitQuest(true);

and still not working.

I need to make it work because i have to create more than 20 Quests..

  • 0
Posted (edited)

exitQuest(true) makes it repeatable, leave it false.

 

Cleanup variables from this player from character_quests and try anew. Check content of character_quests for this player on every new state you make (notably the end).

 

While you recoded/tested it, it maybe stucked on a particular state. Another probability is you didn't correctly reloaded, or you forget to update script on your server, as your code seems ok (almost nothing to do to change a quest from repeatable to one time).

Edited by Tryskell

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