Quote:
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Originally Posted by ArteGordon
well, you can call up a userdefined gump in which you could do all of those things with an entry like this
Code:
<SpeechEntry>
<EntryNumber>14</EntryNumber>
<ID>34</ID>
<Text>Let me show you some things.</Text>
<Action>GUMP,Hero's quest completed,0,XmlNewGump/Here are your selections.</Action>
<Keywords>gump</Keywords>
<DependsOn>33</DependsOn>
</SpeechEntry>
which uses the GUMP keyword
from the xmlspawner2.txt document
where you had scripted in your own custom gump with a constructor that gets called with the following arguments.
Code:
namespace Server.Gumps
{
public class XmlNewGump : Gump
{
public XmlNewGump( XmlSpawner spawner, string gumptext, string gumptitle, int gumpnumber, BaseXmlSpawner.KeywordTag tag ): base( 0, 0 )
{
// put in whatever you want
// note, you can use the gumpnumber to send in values
// that might correspond to the quest type, quest level, or anything else you wanted.
}
public override void OnResponse( Server.Network.NetState state, RelayInfo info )
{
// put in whatever you want
}
}
}
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I have never done anything like this so I may ask a few dumb questions, sorry..
1. Could the QuestRewardStonegump be modified to do this? where I am confused looking at it is that it lets you pick anything you want and I want to give random from catagory ex: armor/jewelry/ect..
2. If 1. can be done, will it still look for the items it has, since their in their own folders?
3. what would be the easiest way to test this without running through the gauntlet every time.
4. would you have any links to gumps that I could study for leads to find my answer? I dont mind working to figure it out, it is just difficult when I am trying with no real scripting knowdlege
I have been looking at gump examples for the last couple hours and I am still confused.
thanks for anymore help