A Development Tutorial: Chapter 16

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A Development Tutorial: Chapter 16
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Season All Seasons
Status Progress Stopped
Completion 75%
Authors Slowhand
This Chapter 16: Repeatable Locations
More Chapters Title Page
Development Kit Setup
Making Maps
The World Map Editor
NPC Dialogues
Create a 2-Map Zone
Monsters, Loot, and Scripts
Tracking Quest Progress
Scenery Scripts
Dialogue-to-Quest Location
Chapter 10
The Scripting Environment
Understanding Quest Scripts
Chapter 13
Dialogue: The "SAY" Menu
Chapter 15
Lockpick Cooldown
Repeatable Locations
Floating FA Text
Roulette Game
Dialogues vs Scripts
Simple Kill Quest
Chapter 21
Mysterious Stranger Perk
Perk Installation
Black Jack Game
Black Jack Installation
Sound Effects
Pro Tips
Notes {{{notes}}}


Making a location spawn (for a daily/weekly quest) repeatable with timer.

There will be no Step-by-Step for this one, as all the elements have been shown previously. Rather, I will just explain and link the script. You need to add the source to the same script file as the one we used previously, because it uses some of it's functions. Remove the lines starting with player.Say.. when you put this to production code, they were just used for debug, and for you to see what is happening.

  • r_GetQuest(..)
    • This function should be called from the dialog, when the NPC gives the quest.
    • If the timed even is available, then it will summon the location, but this is a precaution only, the dialog branching should decide this.
    • Try and test this, if the timer is not up, it should say in system window that the quest is not available yet.
  • e_ResetSpawnLocTimer(..)
    • This is an even function which will be called from r_getQuest(..) and is responsible for resetting the timer.
    • All this function does, is to call the setTimedEventAvailable(..) function to allow the retaking of the quest.
  • setTimedEventAvailable(..)
    • Is used to set the Unique variable for this quest timer.
  • isTimedEventAvailable(..)
    • Check the value of the timer variable.


There are many ways to do this - this is only one presentation that works, for experimental purposes:

// Demo for Timed Event used for repeatable quests.
void r_GetQuest(Critter& player, Critter@ npc)
{
player.Say(SAY_NETMSG, "r_GetQuest() called");
if (isTimedEventAvailable(player, npc))
{
uint[] values = {player.Id, npc.Id};
setTimedEventAvailable(player, npc, false);
CreateTimeEvent(AFTER(REAL_SECOND(10)), "e_ResetSpawnLocTimer", values, false);
r_SpawnLoc(player, npc);
}
else
{
player.Say(SAY_NETMSG, "r_GetQuest() - Quest not available yet.");
}
}

// S
uint e_ResetSpawnLocTimer(array<uint>@ values)
{
Critter@ player = GetCritter(values[0]);
player.Say(SAY_NETMSG, "e_ResetSpawnLocTimer()");
Critter@ npc = GetCritter(values[1]);
setTimedEventAvailable(player, npc, true);
return 0;
}

bool setTimedEventAvailable(Critter& player, Critter@ npc, bool isReady)
{
player.Say(SAY_NETMSG, "setTimedEventAvailable()");
if(!valid(player) || !valid(npc))
return false;
GameVar@ var = GetUnicumVar(UVAR_q_timedEventAvailable, npc.Id, player.Id);
if (!valid(var))
{
return false;
}
if (isReady)
{
var = 1;
player.Say(SAY_NETMSG, "setTimedEventAvailable() - 1");
}
else
{
player.Say(SAY_NETMSG, "setTimedEventAvailable() - 0");
var = 0;
}
return true;
}


bool isTimedEventAvailable(Critter& player, Critter@ npc)
{
player.Say(SAY_NETMSG, "isTimedEventAvailable()");
        if(!valid(player) || !valid(npc))
                return false;
GameVar@ var = GetUnicumVar(UVAR_q_timedEventAvailable, npc.Id, player.Id);
if (!valid(var))
{
return false;
}
if (var == 0)
{
player.Say(SAY_NETMSG, "isTimedEventAvailable() == 0");
return false;
}
else
{
player.Say(SAY_NETMSG, "isTimedEventAvailable() == 1");
return true;
}
}