Quest completion Criteria?

  • Thread starter Thread starter DonnyDarko
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DonnyDarko

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I am trying to set up an optional quest in which all neutral hostiles of a certain class (furbolgs for example) must be killed and all hostages must be rescued. These criteria must be met before able to return to quest giver for completion. How would i program this, do i need to use conditions? an example in text would be greatly appreciated, I'm new at this and havent used variables yet :( Thanks in advance for the help!
 
Follow this steps
- Write down all the needs for your quest
- Split it in easy-to-write little triggers
- Use the "Turn on <trigger>" and "Turn Off <trigger>" features

Your quest could be split in three events:
1) You discover the quest (Whatever it is discovered)
2) You achieve a part of the quest (You kill a Furbolg)
3) You complete the quest (You kill ALL Furbolgs)

Code:
FURBOLG QUEST DISCOVERING
Events
    ((Whatever to discover the quest))
Conditions
    None
Actions
    Create <Optional> quest named <your quest name> with description <blah blah>
    set <myFurbolgKillingOptionalQuest> = <Last created quest>
    set <groupOfFurbolgs> = <Units in <Playable map> owned by <Neutral wathever> matching < <Matching unit> type equal to <Futbolg> >
    Turn on <A FURBOLG WAS KILLED>

You need two variables:
myFurbolgKillingOptionalQuest is a variable of type Quest
This one will store the quest to later be able to add/change requisites or its state to be completed.

groupOfFurbolgs is a variable of type Unit group
This var stores all units that have to be killed to complete the quest

Code:
A FURBOLG WAS KILLED
Events
    Unit dies
Conditions
    <Dying unit> belongs to <groupOfFurbolgs>
Actions
    ((Here you could show the state of the quest, how many furbolgs have been killed or something))
    Run <FURBOLG QUEST COMPLETED> trigger <checking> conditions

Code:
FURBOLG QUEST COMPLETED
Events
    None
Conditions
    All units in <groupOfFurbolgs> are dead
Actions
    Turn Off <A FURBOLG WAS KILLED>
    Clear <groupOfFurbolgs>
    Mark <myFurbolgKillingOptionalQuest> as <Completed>
    ((Reward the player))

I hope it'd be self explanatory. If not, then ask ;)
 
im still not grasping it :(

Thanks for the help thus far. I cant figure out how to "set" <myFurbolgKillingOptionalQuest> etc. :(


set <myFurbolgKillingOptionalQuest> = <Last created quest>
set <groupOfFurbolgs> = <Units in <Playable map> owned by <Neutral wathever> matching < <Matching unit> type equal to <Futbolg> >
Turn on <A FURBOLG WAS KILLED>
 
Add new Action to Trigger clicky the drop down list, Pressy the S key,

Clicky the Set Vaiable Action u have selected,

Edity the Blue fieldy :rolleyes: ..
 
still stumped

I know this is a real pain in the a s s but could someone please tell me step by step how to program the following line

set <groupOfFurbolgs> = <Units in <Playable map> owned by <Neutral wathever> matching < <Matching unit> type equal to <Futbolg> >
Turn on <A FURBOLG WAS KILLED>

does neutral whatever in the above string mean neutral hostile?
again, i am trying to create a scenario in which all furbolgs must be killed and all hostages rescued in order to return the quest to the quest giver
 
donnydarko said:
set <groupOfFurbolgs> = <Units in <Playable map> owned by <Neutral wathever> matching < <Matching unit> type equal to <Futbolg> >
Turn on <A FURBOLG WAS KILLED>
1) Add new action
2) Select "Set Variable"
3) Click on "Variable" tag
4) If the unit-group variable exists, jump to (9)
5) Click on "Edit variables"
6) Click on the green X (New variable)
7) Type the variable name and select "Unit group" in variable type. Don't check the Array checkbutton, and click "OK".
8) Click OK in the variable screen
9) Select your unit-group variable in the combobox and click OK
10) Click on "Value" tag
11) Select "Units owned by Player matching condition"
12) Click on "Player" tag and select "Neutral hostile". Click OK
13) Click on "Condition" tag
14) Select "Unit-type comparison"
15) Click on first "Unit-type" tag
16) Click on "Triggering unit" and select "Matching unit", click OK
17) Click on second "Unit-type" tag (I think is shows "Footman" text)
18) Select the Furbolg unit-type (In Neutral - Melee - Northrend I think)
19) Click OK until you go back to the trigger editor
20) Ta-da! (I hope so)

Sorry, there's no "Units in <region> owned by <Player> matching <condition>"
You can add a region condition if you want the Furbolg to be in a specific region.

donnydarko said:
does neutral whatever in the above string mean neutral hostile?
If your Furbolgs belong to Neutral Hostile, then yes. It means the neutral player that owns all furbolgs.

I am trying to create a scenario in which all furbolgs must be killed and all hostages rescued in order to return the quest to the quest giver
Create a unit-group with all hostages units, the same way you create the Furbolg unit-group and have the next trigger
Code:
Event
    A unit is rescued
Conditions
    < <Rescued unit> in group <groupOfHostages> > equal to <true>
Actions
    Remove <Rescued unit> from <groupOfHostages>
    ((Here you can do something like the unit greeting you for the rescue or showing info about the quest status))
    Run <FURBOLG QUEST COMPLETED> <checking> conditions

Change the conditions in FURBOLG QUEST COMPLETED to also check for <groupOfHostages> to be empty
Code:
Conditions
    ...
    <Number of units in <groupOfHostages> > equals to <0>

Err... Hope it helps you
 
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