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Random Quest Generator - 2.0 Final

milva

Sorceror
Apparently having our banners has now become against the rules... But only some of us... Wow...
ooo so not everyone had their banner removed- guess I will have to check this out ;)
 

tass23

Page
milva said:
ooo so not everyone had their banner removed- guess I will have to check this out
I was "informed" that they are being removed as they are "found", but the people removing them are not going to "go looking for them."
 

wlrdwawoolard

Sorceror
sounds like a good script and the banner idea is kinda stupid but anyways keep up the good job i might have to tweak this into something special :) thx for ideas
 

Djeryv

Sorceror
There is a line in QuestScroll.cs that states...

public int mNType = 0; // TYPE OF QUEST 1=SLAY 2=SEEK

...so just change this...

NType = Utility.RandomMinMax( 1, 2 ); // TYPE OF QUEST

...to this...

NType = 1;
 

koluch

Sorceror
Sorry to ask again, but did anyone get a FIX for the search for items part, so not just the kill part is working? If so could you please post it>

Using the latest SVN.

Thanks,

Koluch
 

DevXLX

Sorceror
Would be awesome if the questgiver will offer you their conversation by just walking up near them.

This code:
Code:
public override int GetAutoTalkRange( PlayerMobile m )
        {
            if ( m.Quest == null )
                return 1;
            else
                return -1;
        }

That code is a snippet from hatchlings quest which comes with runuo fresh install, i wonder if anyone can make that code work with this random-quest-giver npc? :)
 
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