kyleflow 35 Report post Posted November 13, 2023 DefineMission( 2020, "Money Mission", 2020) MisBeginTalk( "<t>Want to get money for your growth?.<n><t>Then go outside do some monster killing.<n><t>I will give you the money needed.") MisBeginCondition(LvCheck, ">", 41 ) --MisBeginCondition(HasItem, 0844, 1) MisBeginCondition(NoMission, 2020) MisBeginAction(AddMission, 2020) MisBeginAction(AddTrigger, 20201, TE_KILL, 695, 30 ) MisBeginAction(AddTrigger, 20202, TE_KILL, 697, 30 ) MisBeginAction(AddTrigger, 20203, TE_KILL, 696, 5 ) MisCancelAction(ClearMission, 2020) --MisNeed(MIS_NEED_DESP, "Kill 30 Swamp Bog") MisNeed(MIS_NEED_KILL, 695, 30, 10, 30)--asal semua 10 MisNeed(MIS_NEED_KILL, 697, 30, 20, 30) MisNeed(MIS_NEED_KILL, 696, 5, 30, 5) MisHelpTalk("<t>Go now! For the money!") MisResultTalk("<t>You are quite fast!") MisResultCondition(HasMission, 2020) MisResultCondition(HasFlag, 2020, 39 )--kt sini MisResultCondition(HasFlag, 2020, 49 ) MisResultCondition(HasFlag, 2020, 34 ) --MisResultCondition(HasItem,0844,1) --MisResultAction(TakeItem, 0844,1) MisResultAction(ClearMission,2020) MisResultAction(GiveItem, 854, 1, 4) MisResultBagNeed(1) InitTrigger() TriggerCondition( 1, IsMonster, 695 ) TriggerAction( 1, AddNextFlag, 2020, 10, 10 ) RegCurTrigger(20201) InitTrigger() TriggerCondition( 1, IsMonster, 697 ) TriggerAction( 1, AddNextFlag, 2020, 20, 30 ) RegCurTrigger(20202) InitTrigger() TriggerCondition( 1, IsMonster, 696 ) TriggerAction( 1, AddNextFlag, 2020, 5, ) RegCurTrigger(20203) The Mission Work, since I add some info inside missioninfo.lua AddMisData( 2020 , "Money Mission",1) I'm not sure if this step necessary but it let my quest appear properly like a new quest. The only issue is that, the quest finish after killing some mobs. not meeting the exact amount I decide in the quest. Do anyone know why? Quote Share this post Link to post Share on other sites
Daxter 1 Report post Posted January 7 On 12/7/2016 at 4:44 PM, SoundX said: This is great guide very useful! This maybe helpful, I had asked about random quests in the past I think in serverdv forum and this is how I think it work: (though I didn't finally do it, so some things I still don't know what is) Random mob to kill: AddRandKillInfo( level , monsterid, randvalue, randscope, exp , money ) AddRandKillInfo( 10 , 206 , 3 , 2 , 4028 , 4000 ) 10 = Char level 206= id of mob to hunt (mini bee in this one) 3 = minimum number of mobs to hunt 2 = variation: minimun number + 2, quest can ask kill 3, 4, or 5 (3+2) mobs 4028: Quest gives 201g money reward at round 1 (roughly 4028/20) and each round increases by 40 (2 first digits) 4000: Quest give 200exp first round (4000/20) and increase 40 each round Random item to collect: AddRandGetItem( level, itemid, randvalue, randscope, exp, money ) AddRandGetItem( 10 , 4485 , 3 , 2 , 4028 , 4000 ) Same as above: 10 = Char level 4485= id of item to collect (Bee Wing) 3 = min number of items 2 = variation 4028 and 4000: money and exp as above Random give item to other NPC: AddRandSendInfo( level, npcid, exp, money ) AddRandSendInfo( 80 , 41 , 727500 , 86569 ) AddRandSendItem( level, item ) AddRandSendItem( 80 , 1850 ) 80 = level 41 = npc ID 727500 and 86569 money and exp 1850 is parcel Price (randomised) SetRandPrizeItem( level ) SetRandPrizeItem( 10 ) AddRandPrizeItem( level, item1, itemdata1, item2, itemdata2, item3, itemdata3, item4, itemdata4 ) AddRandPrizeItem( 10 , 290 , 810 ) level 10, item reward 290 (husk armor) and itemdata 810 I am not sure what means Cycling quests (quest complete every 10 rounds) SetRandPrizeOdds( loopnum, odds, completenum ) SetRandPrizeOdds( 1, 100, 10 ) completenum (10) is the number of quests to complete a cycle. I don't know how the other two are cacluleted Does this mean that an entry has to be added to each possible character level? Can't a variable be set to get the character's level, then use math.random to pick the mobs to kill instead? Quote Share this post Link to post Share on other sites