hey guys i wanna put my thought here as i think a window should be there to show the current status of the ongoing quests and its objective and the story of the quest ( the hints)
it will help the players very much
one more suggestion pls make a upper limit of the quest with random (items)
like forest bow quest
is really good to know a upper limit like say any cone complete the forest ow quest with 50 logs and the ones lucky may need less than that and it should be mentioned in that
quest window
Re: quest window
Not really doable with eA... eA doesn't have a clear definition of what a quest is. Or progression though it.deadly wrote:hey guys i wanna put my thought here as i think a window should be there to show the current status of the ongoing quests and its objective and the story of the quest ( the hints)
it will help the players very much
one more suggestion pls make a upper limit of the quest with random (items)
like forest bow quest
is really good to know a upper limit like say any cone complete the forest ow quest with 50 logs and the ones lucky may need less than that and it should be mentioned in that
<Kage_Jittai> ... are you saying I am elite 
<thorbjorn> Yes.

<thorbjorn> Yes.

Re: quest window
We could maybe do this on eA by putting some magic strings into dialogs and make the client detect those. The client then removes them from the displayed text and uses them for manipulating the quest log.
Here an example:
This would output "Go visit Alice" in the NPC chat and create a quest "Alice and Bob Quest" in the quest log with the quest discription "Bob wants you to visit Alice".
The code for Alice then looks like this:
This would then replace the quest description of the Quest "Alice and Bob Quest" with "Alice wants you to go back to Bob".
Bob then does that:
Setting the quest description to an empty string removes the Alice and Bob Quest from the quest log.
The downside of this would be that earlier clients which don't support quest logs would display the magic strings in the chat window. This could look confusing to the user.
Here an example:
Code: Select all
mes "Go visit Alice. [[Alice and Bob Quest|Bob wants you to visit Alice]]"
The code for Alice then looks like this:
Code: Select all
mes "Thank you, now go back to bob [[Alice and Bob Quest|Alice wants you to go back to Bob]]"
Bob then does that:
Code: Select all
mes "Good errand boy! [[Alice and Bob Quest|]]"
The downside of this would be that earlier clients which don't support quest logs would display the magic strings in the chat window. This could look confusing to the user.
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