System Easy Quest Addition

Steel

Software Engineer
Reaction score
109
Alright, first let me say that this is a work in progress. There is probably a lot of buggy code, redundant code or just things with the code that need improvements. If you see anything you think should be re-written please let me know.

I saw someone else post a quest template for something they were working on. It didn't look very user friendly and / or customizable (No offense to the person in question) so I thought I'd lend people my experience in the system I'm building on the subject of quests.

What is this?
This is a system I threw together to easily add quests to the quest log for all players to do. I didn't like making several triggers for each quest I wanted to make. This dramatically simplifies the process.

Other Info:
Currently this system only supports the template of a "kill quest," which is one that requires you to kill X amount of Y enemies.

Example usage:
JASS:
call CreateQuestKill('Hamg', -357, 65,true, 2, 8, "Assault!", "The Tuskarr have been roaming around recently...They are making my evocation rather difficult.  Kill 3 Tuskarr Chieftain and end their disruption", "ReplaceableTextures\\CommandButtons\\BTNTuskaarBlack.blp", 'n000',3, 'afac', 50, 10, 5)


Let me break this down...The parameters you can read off the function that these are passed into:
JASS:
function CreateQuestKill takes integer StartNPC, real x, real y, boolean Repeatable, integer minlevel, integer maxlevel, string QuestTitle, string QuestDescription, string Icon, integer UnitToKillID,integer HowMany, integer RewardItemId, integer RewardExp, integer RewardGold, integer RewardLumber returns Quest


I believe those are very self explanatory.


Requirements:vJASS, CSCache, A typical Handles System

Future Plans:
-Create templates for other types of quests
-Optimize Code
----Clean Memory Leaks
----Remove Redundant Code (Simplify function calls)
-Move away from requiring Handle Vars
-Move away from requiring CSCache
-Re-code Quest Management library


Quest Mangement Core Library:
JASS:
library QuestManagementCore


globals
//Configurables
string expcolor = "|c00808000"
string lumbercolor = "|c00008000"
string goldcolor = "|c00FFFF00"
string itemcolor = "|c00800080"



integer array QuestStructLink
integer CurrStruct
integer QuestCount = 1
string  array QuestTitles
constant integer MaxNumberOfQuests = 100
string QuestError
endglobals

struct Quest
trigger trig
string questtype
integer start
unit startu
real startx
real starty
boolean repeat
string title
string desc
integer min
integer max
integer howmany
integer countid
integer itemid
integer exp
integer gold
integer lumber

//Player Quest Variables
boolean array started[10]
boolean array finished[10]
boolean array complete[10] //Complete is different from finish.  If we are finished that means we are ready for turn in
integer array count[10]    //Complete means the entire quest is done
endstruct

function printerror takes player p, string str returns nothing
call DisplayTimedTextToPlayer(p, 0,0,30,str)
endfunction

function CreateQuestEvent takes trigger t returns nothing
local integer i = 0 
loop
    exitwhen i > 9
    call TriggerRegisterPlayerUnitEvent(t, Player(i), EVENT_PLAYER_UNIT_SELECTED, null)
    set i = i+1
endloop
endfunction

function GetStartNPCName takes Quest q returns string
local unit u
local string str 

set u = CreateUnit(Player(PLAYER_NEUTRAL_PASSIVE), GetUnitTypeId(q.startu), 0,0,0)
set str = GetUnitName(u)
call RemoveUnit(u)
set u = null
return str
endfunction

function quest_click_conditions_setup takes nothing returns boolean
local trigger t = GetTriggeringTrigger()
local Quest q = GetHandleInt(t,"quest")
local integer idx = GetPlayerId(GetTriggerPlayer())+1
local unit u = Hero[idx]
local boolean b1 = (GetTriggerUnit() == q.startu)
local boolean b2 = not (q.started[idx])
local boolean b3 = not (q.finished[idx])
local boolean b4 = not (q.complete[idx])


set t = null
return (b1 and b2 and b3 and b4)
endfunction

function quest_click_actions_setup takes nothing returns nothing
local trigger t   = GetTriggeringTrigger()
local Quest q     = GetHandleInt(t,"quest")
local player p    = GetTriggerPlayer()
local integer idx = GetPlayerId(p)+1
local unit u = Hero[idx]
local boolean b1  = (DistanceBetweenPoints(GetUnitLoc(u), GetUnitLoc(q.startu)) <= 400.00)
local boolean b2  = GetUnitLevel(u)>=q.min
local boolean b3  = GetUnitLevel(u)<=q.max

if not(b1) or not(b2) or not(b3) then
    if not(b1) then
    call printerror(p, "Get Closer!")
    elseif not(b2) then
    call printerror(p, "Return when you are a higher level")
    elseif not(b3) then
    call printerror(p, "You are too powerful to begin this quest")
    endif
return
endif

set q.started[idx]=true     
call QMDiscover(GetTriggerPlayer(),q.title)
set p = null
endfunction

function quest_conditions_kill takes nothing returns boolean
local integer idx = GetPlayerId(GetOwningPlayer(GetKillingUnit()))+1
local trigger t = GetTriggeringTrigger()
local Quest q = GetHandleInt(t,"quest")
local boolean b1 = (GetUnitTypeId(GetTriggerUnit()) == q.countid)
local boolean b2 = (q.started[idx])
local boolean b3 = not (q.finished[idx])
return b1 and b2 and b3
endfunction

function quest_actions_kill takes nothing returns nothing
local player p = GetOwningPlayer(GetKillingUnit())
local integer idx = GetPlayerId(p)+1
local trigger t = GetTriggeringTrigger()
local Quest q = GetHandleInt(t,"quest")
local unit u = CreateUnit(Player(15), q.countid, 0,0,0)
set q.count[idx]=q.count[idx]+1
call QMReqCount(p, q.title, "Kill "+I2S(q.howmany)+" "+GetUnitName(u), q.count[idx], q.howmany) 
call RemoveUnit(u)

    if (q.count[idx] == q.howmany) then
    set u = CreateUnit(Player(PLAYER_NEUTRAL_PASSIVE), q.countid, 0,0,0)
    set q.finished[idx]=true
    call QMReqComplete(p,q.title,"Kill "+I2S(q.howmany)+" "+GetUnitName(u))
    call RemoveUnit(u)
    call DisplayTextToPlayer(p,0,0,"Return to "+GetStartNPCName(q)+" for your reward")

    endif
endfunction

function quest_reward_conditions takes nothing returns boolean
local trigger t = GetTriggeringTrigger()
local Quest q = GetHandleInt(t,"quest")
local integer idx = GetPlayerId(GetOwningPlayer(GetTriggerUnit()))+1
local boolean b1 = q.finished[idx]
local boolean b2 = IsUnitVisible(GetTriggerUnit(), GetOwningPlayer(q.startu))
local boolean b3 = not (q.complete[idx])
return b1 and b2 and b3
endfunction

function quest_reward_actions takes nothing returns nothing
local trigger t   = GetTriggeringTrigger()
local Quest q     = GetHandleInt(t,"quest")
local unit u      = GetTriggerUnit()
local player p    = GetOwningPlayer(u)
local integer idx = GetPlayerId(p)+1
local item i

//If quest is repeatable then it is never completed
if (not(q.repeat)) then
set q.complete[idx] = true
else
set q.count[idx] = 0 //Sets our count variable back to 0
set q.finished[idx] = false
call QMReqAdd(p,q.title, "Quest is repeatable")
endif

call QMReqComplete(p,q.title, "Return to "+GetUnitName(q.startu)+" for your reward")

call QMComplete(p,q.title)    

    //Exp Reward
    if (not(q.exp==0)) then
    call AddHeroXP(u,q.exp, false)
    call DisplayTextToPlayer(p,0,0,"Rewarded: "+expcolor+ I2S(q.exp) + " Experience.|r")
    endif
    
    //Gold Reward
    if (not(q.gold==0)) then
    call SetPlayerStateBJ( p, PLAYER_STATE_RESOURCE_GOLD, ( GetPlayerState(p, PLAYER_STATE_RESOURCE_GOLD) + q.gold ) )
    call DisplayTextToPlayer(p,0,0,"Rewarded: "+goldcolor+ I2S(q.gold) + " Gold.|r")
    endif
    
    //Lumber Reward
    if (not(q.lumber==0)) then
    call SetPlayerStateBJ( p, PLAYER_STATE_RESOURCE_LUMBER, ( GetPlayerState(p, PLAYER_STATE_RESOURCE_LUMBER) + q.lumber ) )
    call DisplayTextToPlayer(p,0,0,"Rewarded: "+lumbercolor+ I2S(q.lumber) + " Lumber|r" )
    endif
    
    //Item Reward
    if (not(q.itemid==0)) then
    call UnitAddItemById(u, q.itemid )
    set i = CreateItem(q.itemid,0,0)
    call DisplayTextToPlayer(p, 0,0, "Rewarded: "+itemcolor+GetItemName(i)+"|r")
    call RemoveItem(i)
    endif
    
    set t = null
    set u = null
    set p = null
    set i = null
endfunction

function CreateQuestParent takes integer StartNPC, real x, real y, real face, boolean Repeatable, integer minlevel, integer maxlevel, string QuestTitle, string QuestDescription, string Icon, integer HowMany, integer UnitToKillID, integer RewardItemId, integer RewardExp, integer RewardGold, integer RewardLumber returns Quest
local Quest q = Quest.create()
local trigger t = CreateTrigger()
local unit u 





//Establishes our struct information
set q.trig = t
set q.startu=CreateUnit(Player(PLAYER_NEUTRAL_PASSIVE), StartNPC, x,y,face)
set q.start = StartNPC
set q.repeat = Repeatable
set q.title = QuestTitle
set q.desc = QuestDescription
set q.min = minlevel
set q.max = maxlevel
set q.howmany = HowMany
set q.countid = UnitToKillID
set q.itemid = RewardItemId
set q.exp = RewardExp
set q.gold = RewardGold
set q.lumber = RewardLumber

call AddSpecialEffectTarget("Abilities\\Spells\\Other\\TalkToMe\\TalkToMe.mdl", q.startu, "overhead")
//Create Quest in QuestLog
set u = CreateUnit(Player(PLAYER_NEUTRAL_PASSIVE), UnitToKillID, 0,0,0)
call QMAdd(QuestTitle, QuestDescription , Icon, false, false)
call QMReqAdd(null,QuestTitle, "Kill "+I2S(HowMany)+" "+GetUnitName(u))
call RemoveUnit(u)
set u = CreateUnit(Player(PLAYER_NEUTRAL_PASSIVE), StartNPC, 0,0,0)
call QMReqAdd(null,QuestTitle, "Return to "+GetUnitName(u)+" for your reward")
call RemoveUnit(u)
call QMReqAdd(null,QuestTitle, "Quest is repeatable")

//*****************START (CLICK) EVENT************************//
call SetHandleInt(t, "quest", q)
call CreateQuestEvent(t)                                                         //Create Trigger's Events
call TriggerAddCondition( t, Condition( function quest_click_conditions_setup ) )//Create Trigger's Conditions
call TriggerAddAction( t, function quest_click_actions_setup )                   //Create Trigger's Actions

//*****************FINISH (REWARD) EVENT************************//
set t = CreateTrigger()
call SetHandleInt(t, "quest", q)
call TriggerRegisterUnitInRange( t, q.startu,200.00,null )
call TriggerAddCondition( t, Condition( function quest_reward_conditions ) )
call TriggerAddAction( t, function quest_reward_actions )

return q
endfunction

function CreateQuestKill takes integer StartNPC, real x, real y, boolean Repeatable, integer minlevel, integer maxlevel, string QuestTitle, string QuestDescription, string Icon, integer UnitToKillID,integer HowMany, integer RewardItemId, integer RewardExp, integer RewardGold, integer RewardLumber returns Quest
local trigger t = CreateTrigger()
local Quest q   = CreateQuestParent(StartNPC, x, y,0,Repeatable, minlevel, maxlevel, QuestTitle, QuestDescription, Icon, HowMany, UnitToKillID, RewardItemId, RewardExp, RewardGold, RewardLumber)

set q.questtype = "kill"

//*****************KILL EVENT************************//
call SetHandleInt(t, "quest", q) //Store the struct in the trigger for reference later
call TriggerRegisterAnyUnitEventBJ( t, EVENT_PLAYER_UNIT_DEATH )
call TriggerAddCondition( t, Condition( function quest_conditions_kill ) )
call TriggerAddAction( t, function quest_actions_kill )
set t = null
return q
endfunction

function testabc takes nothing returns nothing
call CreateQuestKill('Hamg', -357, 65,true, 2, 8, "Assault!", "The Tuskarr have been roaming around recently...They are making my evocation rather difficult.  Kill 3 Tuskarr Chieftain and end their disruption", "ReplaceableTextures\\CommandButtons\\BTNTuskaarBlack.blp", 'n000',3, 'afac', 50, 10, 5)
endfunction

endlibrary




Quest Management Library
JASS:
library QuestManagement

//Set Ques Finish
function print takes player p, string str returns nothing
call DisplayTextToPlayer(p,0,0, str)
endfunction

function GlobalObject takes string ref, handle obj returns nothing
   call StoreInteger(CSCache(),"globals",ref,H2I(obj))
endfunction 

function GetAttachedReq takes handle h, string label returns questitem
   return GetAttachedInt(h, label)
   return null
endfunction 

function QMAdd takes string title, string desc, string icon, boolean required, boolean discovered returns nothing

   local quest q = CreateQuest()
   call QuestSetTitle(q, title)
   call QuestSetDescription(q, desc)
   call QuestSetIconPath(q, icon)
   call GlobalObject(title, q)
   call QuestSetRequired(q, required)
   call QuestSetDiscovered(q, discovered)
   if(discovered) then
      call FlashQuestDialogButton()
   endif
endfunction 


function GQ takes string label returns quest
   return GetStoredInteger(CSCache(), "globals", label)
   return null
endfunction


function QMDiscover takes player p, string title returns nothing
   local quest q = GQ(title)

if(q == null) then
      call print(p,"Quest Manager Error: Quest " + title + " does not exist.")
      return
   endif

   call QuestSetDiscovered(q, true)

   call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_QUEST, " ")
   call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_QUEST, "|cffc0c0c0Quest Discovered - \"|cff00aadd" + title + "|cffc0c0c0\"")
   call StartSound(bj_questDiscoveredSound)
   call FlashQuestDialogButton()

endfunction 

function QMComplete takes player p, string title returns nothing

   local quest q = GQ(title)
   
   if(q == null) then
      call print(p, "Quest Manager Error: Quest " + title + " does not exist.")
      return
   endif
   
   call QuestSetCompleted(q, true)

   call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_QUESTDONE, " ")
   call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_QUESTDONE, "|cffc0c0c0Quest Complete - \"|cff00aadd" + title + "|cffc0c0c0\"")
   call StartSound(bj_questCompletedSound)
   call FlashQuestDialogButton()

endfunction

function QMFail takes player p, string title returns nothing
   local quest q = GQ(title)
   
   if(q == null) then
      call print(p, "Quest Manager Error: Quest " + title + " does not exist.")
      return
   endif
   
   call QuestSetFailed(q, true)
   call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_QUESTFAILED, " ")
   call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_QUESTFAILED, "|cffc0c0c0Quest Failed - \"|cff00aadd" + title + "|cffc0c0c0\"")
   call StartSound(bj_questFailedSound)
   call FlashQuestDialogButton()
endfunction

function QMIsFailed takes player p, string title returns boolean
   local quest q = GQ(title)
   
   if(q == null) then
      call print(p, "Quest Manager Error: Quest " + title + " does not exist.")
      return false
   endif
   
   return IsQuestFailed(q)
endfunction

function QMIsComplete takes player p, string title returns boolean
   local quest q = GQ(title)  
   if(q == null) then
      call print(p, "Quest Manager Error: Quest " + title + " does not exist.")
      return false
   endif
   
   return IsQuestCompleted(q)
endfunction

function QMExists takes string title returns boolean
   local quest q = GQ(title)
   return q != null
endfunction 

function QMReqAdd takes player p, string title, string req returns nothing
   local quest q = GQ(title)
   local questitem qi
   
   if(q == null) then
      call print(p,"Quest Manager Error: Quest " + title + " does not exist.")
      return
   endif
   
   set qi = QuestCreateItem(q)
   
   call QuestItemSetDescription(qi, req)
   call AttachObject(q, req, qi)
   
   if(IsQuestDiscovered(q)) then
   
      call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_QUESTUPDATE, " ")
      call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_QUESTUPDATE, "|cffc0c0c0New Quest Requirement for \"|cff00aadd" + title + "|cffc0c0c0\" - |cff00aadd" + req)
      call StartSound(bj_questUpdatedSound)
      call FlashQuestDialogButton()
    endif
   
endfunction 

function QMReqComplete takes player p, string title, string req returns nothing

   local quest q = GQ(title)
   local questitem qi
   
   if(q == null) then
      call print(p,"Quest Manager Error: Quest " + title + " does not exist.")
      return
   endif

   set qi = GetAttachedReq(q, req)
   
   if(qi == null) then
      call print(p,"Quest Manager Error: Questitem " + req + " does not exist.")
      return
   endif

   call QuestItemSetCompleted(qi, true)
   
   call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_QUESTUPDATE, " ")
   call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_QUESTUPDATE, "|cffc0c0c0Quest Requirement Complete For \"|cff00aadd" + title + "|cffc0c0c0\" - |cff00aadd" + req)
   call StartSound(bj_questUpdatedSound)
   call FlashQuestDialogButton()
   
endfunction

function QMIsReqComplete takes player p, string title, string req returns boolean
   local quest q = GQ(title)
   local questitem qi
   
   if(q == null) then
      call print(p, "Quest Manager Error: Quest " + title + " does not exist.")
      return false
   endif
   
   set qi = GetAttachedReq(q, req)
   
   if(qi == null) then
      call print(p, "Quest Manager Error: Questitem " + req + " does not exist.")
      return false
   endif
   
   return IsQuestItemCompleted(qi)
endfunction

function QMReqCount takes player p, string title, string req, integer a, integer b returns nothing
   local quest q = GQ(title)
   local questitem qi
   local string newText = req + " (" + I2S(a) + "/" + I2S(b) + ")"
   
   if(q == null) then
      call print(p,"Quest Manager Error: Quest " + title + " does not exist.")
      return
   endif
   
   set qi = GetAttachedReq(q, req)
   
   if(qi == null) then
      call print(p, "Quest Manager Error: Questitem " + req + " does not exist.")
      return
   endif
   
   call QuestItemSetDescription(qi, newText)
   if(IsQuestDiscovered(q)) then
   
      call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_QUESTUPDATE, " ")
      call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_QUESTUPDATE, "|cffc0c0c0Quest Update - \"|cff00aadd" + title + "|cffc0c0c0\" - |cff00aadd" + newText)
      call StartSound(bj_questUpdatedSound)
      call FlashQuestDialogButton()
    endif
   
    set newText = null
    set q = null
    set qi = null

endfunction

endlibrary
 

Steel

Software Engineer
Reaction score
109
Since this all wouldn't fit in 1 post...

Standard Handles Library
JASS:
library Handles
function H2I takes handle h returns integer
    return h
    return 0
endfunction


function LocalVars takes nothing returns gamecache
    if udg_hash == null then
        call FlushGameCache(InitGameCache("hash.w3v"))
        set udg_hash = InitGameCache("hash.w3v")
    endif
    return udg_hash
endfunction
 
function SetHandleHandle takes handle subject, string name, handle value returns nothing
    if value==null then
        call FlushStoredInteger(LocalVars(),I2S(H2I(subject)),name)
    else
        call StoreInteger(LocalVars(), I2S(H2I(subject)), name, H2I(value))
    endif
endfunction
 
function SetHandleInt takes handle subject, string name, integer value returns nothing
    if value==0 then
        call FlushStoredInteger(LocalVars(),I2S(H2I(subject)),name)
    else
         call StoreInteger(LocalVars(), I2S(H2I(subject)), name, value)
    endif
endfunction
 
function SetHandleReal takes handle subject, string name, real value returns nothing
    if value==0 then
        call FlushStoredReal(LocalVars(), I2S(H2I(subject)), name)
    else
        call StoreReal(LocalVars(), I2S(H2I(subject)), name, value)
    endif
endfunction
 
function SetHandleString takes handle subject, string name, string value returns nothing
    if value==null then
        call FlushStoredString(LocalVars(), I2S(H2I(subject)), name)
    else
        call StoreString(LocalVars(), I2S(H2I(subject)), name, value)
    endif
endfunction
function SetHandleBoolean takes handle subject, string name, boolean value returns nothing
    if value==false then
        call FlushStoredBoolean(LocalVars(), I2S(H2I(subject)), name)
    else
        call StoreBoolean(LocalVars(), I2S(H2I(subject)), name, true )
    endif
endfunction

function GetHandleBoolean takes handle subject, string name returns boolean
    return GetStoredBoolean(LocalVars(), I2S(H2I(subject)), name)
endfunction
function GetHandleHandle takes handle subject, string name returns handle
    return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
    return null
endfunction
function GetHandleItem takes handle subject, string name returns item
    return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
    return null
endfunction
function GetHandleInt takes handle subject, string name returns integer
    return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
endfunction
function GetHandleReal takes handle subject, string name returns real
    return GetStoredReal(LocalVars(), I2S(H2I(subject)), name)
endfunction
function GetHandleString takes handle subject, string name returns string
    return GetStoredString(LocalVars(), I2S(H2I(subject)), name)
endfunction
 
function GetHandleUnit takes handle subject, string name returns unit
    return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
    return null
endfunction
function GetHandleTimer takes handle subject, string name returns timer
    return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
    return null
endfunction
function GetHandleTrigger takes handle subject, string name returns trigger
    return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
    return null
endfunction
function GetHandleEffect takes handle subject, string name returns  effect
    return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
    return null
endfunction
function GetHandleTextTag takes handle subject, string name returns  texttag
    return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
    return null
endfunction
function GetHandleTriggerAction takes handle subject, string name returns triggeraction
    return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
    return null
endfunction
function GetHandlePlayer takes handle subject, string name returns player
    return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
    return null
endfunction
function GetHandleGroup takes handle subject, string name returns group
    return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
    return null
endfunction
function GetHandleLocation takes handle subject, string name returns location
    return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
    return null
endfunction
 
function FlushHandleLocals takes handle subject returns nothing
    call FlushStoredMission(LocalVars(), I2S(H2I(subject)) )
endfunction
endlibrary
 

cr4xzZz

Also known as azwraith_ftL.
Reaction score
51
Great idea, Steel. This really save huge time from creating such quests. Only one thing - don't use gamecache (well I don't think it matters that much here.. but still, gamecache sux) ;)

+rep for this
EDIT: or when I can again..
 

emootootoo

Top Banana
Reaction score
51
Hey, it does seem more user-friendly than my templates, since you only need to write up one line with this, instead of copying a trigger, using replace and filling out the conifg. (I guess it depends whether people like writing along a line or down a config list.)

However I'm not exactly seeing how it is more customisable than my quest templates. Am I missing something? Seems like you are restricted a lot more with this.

Anyway, nice system.
 

Steel

Software Engineer
Reaction score
109
Hey, it does seem more user-friendly than my templates, since you only need to write up one line with this, instead of copying a trigger, using replace and filling out the conifg. (I guess it depends whether people like writing along a line or down a config list.)

However I'm not exactly seeing how it is more customisable than my quest templates. Am I missing something? Seems like you are restricted a lot more with this.

Anyway, nice system.

I think it's just my own personal preference, I'd rather have a single function handle the entire system than a bunch of const functions.
 
General chit-chat
Help Users
  • No one is chatting at the moment.

      The Helper Discord

      Members online

      No members online now.

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top