BlackRabbitMsk
Refugee
Hello everyone.
I tried to create my own small tasks that can add some variety to the game. And in the process I realized why there are so few of them). Well, I'll get straight to the point:
When adding a new task, there is indeed no property that will block the re-launch of the quest if the player has already launched it. This is a mechanic that is currently implemented for treasure maps. However, to my great regret, it does not work correctly and everything does not work as the player expects. I have heard about this problem for a long time and was surprised that it was not fixed, considering that fixing this error is a matter of 10 minutes. I reported and described the problem in the Bugs section.
When I started studying the issue, I realized that now this important and useful property is almost impossible to implement. All checks from buffs do not work because the following actions were disabled:
Checks from the game event are also impossible, since the onQuest requirement also does not work (and it is completely unclear why). At the same time, this works:
And it doesn't work:
After many hours of trial and error, I realized that if you name any quest by analogy with treasure maps:
As a result, the issue remains open and unresolved.
QUESTION FOR TFP: How difficult is this and can we expect the addition of a property for "blockOnStart" tasks in the future. This will allow applying the basic mechanics to other tasks, without dancing with a tambourine?
I tried to create my own small tasks that can add some variety to the game. And in the process I realized why there are so few of them). Well, I'll get straight to the point:
When adding a new task, there is indeed no property that will block the re-launch of the quest if the player has already launched it. This is a mechanic that is currently implemented for treasure maps. However, to my great regret, it does not work correctly and everything does not work as the player expects. I have heard about this problem for a long time and was surprised that it was not fixed, considering that fixing this error is a matter of 10 minutes. I reported and described the problem in the Bugs section.
When I started studying the issue, I realized that now this important and useful property is almost impossible to implement. All checks from buffs do not work because the following actions were disabled:
//onQuestStart, //Hook Up
//onQuestLocationReached, //Hook Up
//onQuestLocationLeft, //Hook Up
//onQuestCompleted, //Hook Up
//onQuestFailed, //Hook Up
Checks from the game event are also impossible, since the onQuest requirement also does not work (and it is completely unclear why). At the same time, this works:
<requirement class="OnQuest"/>
And it doesn't work:
<requirement class="OnQuest">
<property name="quest" value="NewQuestName" />
</requirement>
After many hours of trial and error, I realized that if you name any quest by analogy with treasure maps:
then the blocking starts working, similar to cards. But here too there is a bug in the mechanics.treasure_newquestname
As a result, the issue remains open and unresolved.
QUESTION FOR TFP: How difficult is this and can we expect the addition of a property for "blockOnStart" tasks in the future. This will allow applying the basic mechanics to other tasks, without dancing with a tambourine?
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