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Tursh Progress Thread

Adventure planning for the continent of Thestra

Moderators: Moldew, Jakkal

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Zukan
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Re: Tursh Progress Thread
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Post by Zukan » Thu Nov 03, 2016 8:23 pm

Tested "The Missing Hook" again and now worked properly.

Tested "Receiving Instruction: Spell Caster" works properly.

-------------------------

Marmilla Rindol is suppose to give a quest to kill the ants around her I assume you just haven't gotten to it yet.

http://vanguard.wikia.com/wiki/Ant_Attraction

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Quest "Fear the Small" requires you to use a potion that turns you into a brownie to scare people around town. The potion currently doe snot work.
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elquar
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Re: Tursh Progress Thread
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Post by elquar » Thu Nov 03, 2016 9:58 pm

Heya ZuKan


Yep i have not got to that yet 8)


I want to finish her training quest for healers first.
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elquar
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Re: Tursh Progress Thread
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Post by elquar » Fri Nov 04, 2016 2:43 am

Update:

Marmila Rindol

Quest Receiving Instruction : Healer : Now scripted and working
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elquar
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Re: Tursh Progress Thread
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Post by elquar » Fri Nov 04, 2016 2:15 pm

UPDATE:

Marmila Rindol : Quest: Ant attraction Working.


4 new quests

Back to Marmila Rindol: Heavy fighter
back to Marmila Rindol: LIght figher
Back to Marmila Rindol: Spellcaster
Back to Marmila Rindol: Healer

These quest just send player back to Npc Marmila that sent them originaly to the Archtype trainers in Rindol Field. Other starting areas have similar quests thought put them in here.
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elquar
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Re: Tursh Progress Thread
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Post by elquar » Sat Nov 05, 2016 11:07 am

Update:

QUESTS Rindol field

1. Ant Attraction : working

2. Safe Field : Working

3. Grimbo Honey : Working

4. Magic for the Taking: Working

QUESTS near tursh academy

1. When Brownies Go Bad: Working

2. Constructs of Doom: Working

3. Rift Gem: quest given by item(quest is scripted need to script the item dropping from correct Npc)
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Jakkal
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Re: Tursh Progress Thread
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Post by Jakkal » Sat Nov 05, 2016 7:05 pm

I'd like to ask that no one else touch Tursh right now. It's a mess and I'd like to fix it myself.


Quest Fixes:

Assist the Inquisitor - Was missing a quest objective. Added missing objective, fixed typos and spelling issues.
-Fixed incorrect Turn-In dialogue.
-Fixed Typo on Tomas's greeting.
-Incorrect Prerequisite Quest. Fixed. Now the prereq is "Dire Tidings".

Brave Student - For some reason "Assist the Inquisitor" was a Pre-Req to this quest. This quest runs concurrent to Assist the Inquisitor. Fixed.
-Had missing turn-in dialogue. Fixed.
-Quest now updates when you hail him instead of walking up to him.
-Fixed his greeting.

Zelser's Journal
-The listing of pages was 1,2,4,3. Fixed to be in the proper order.

Constructs of Doom
-Incorrectly had "When Brownies Go Bad" as a Prerequisite. This is a concurrent quest. Should have "A Grave Brownie Threat" as the Prerequisite.
-Removed the Arm-Drop script from the generic circle movement script. Why was that even there?
-Fixed so that the Constructs drop the arms properly.

When Brownies Go Bad
-Didn't have "A Grave Brownie Threat" as the Prerequisite. Fixed.
-Now concurrent with Constructs of Doom as intended.

Search the Academy - Created and Complete.

Dire Tidings - Created and Complete.
-This is the actual Prerequisite to "Assist the Inquisitor", So level 2 characters shouldn't be forced to a level 5 area anymore.

The Nature Of An Eye - Created and Complete

A Study of Time - Created and Complete

Rift Gem - Wasn't taking the gem upon completion. Fixed.

-That's all I've gotten done for now. I'll try to hit some up tomorrow or might have to wait til next Saturday (The only real time I get free time).
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elquar
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Re: Tursh Progress Thread
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Post by elquar » Sat Nov 05, 2016 8:37 pm

No problem jakkal


Ill stop working on this stuff.
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Jakkal
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Re: Tursh Progress Thread
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Post by Jakkal » Sun Nov 06, 2016 12:28 pm

Today's Progress:

Windmill Clues - Added "Assist the Inquisitor" as the Prerequisite.

Failings of the Mayor - Added "Assist the Inquisitor" as the Prerequisite.

They Aren't Us - Complete. Added "Dire Tidings" as the Prerequisite, so players should be able to get it at the same time as they pick up Assist the Inquisitor. Also had to update the questgiver's script. More NPCs might need an update as they were originally set up in January 2016 when things were a little different than they are now.

Take Back the Mill - Was set up improperly, was originally set up with any combination of 8 Bone Millers and Bone Collectors. Should be 3 Bone Millers and 5 Bone Collectors. Fixed.

Failings of the Mayor - Set up improperly, it originally gave you an update for reaching a location. Changed it to needing to get a basket of food from within the storehouse. Also had to update questgiver's script.

Thieving Foxes - Complete

Brave Student - Updated and complete.

Research Recovery - Complete. Always drops from the named mobs. Has a chance to drop from the others.

The Strangest Brew - Set up and Complete. Originally it appears that this quest required players to go to the top of each vat and click their inventory item, and it had to be done in a certain order, which was a wacky, unintuitive Z shape in the room. It doesn't make any sense. So I have set it up so the players now have to kill the slimes above each vat and that will grant them their sample. They can do it in whatever order they wish. If the respawn rate of the slimes is set just right, they'd be forced to take one from the different vats.

The mugs that offer the quest sparkle after clicking the inventory item, I don't know why they do that and I don't see a way to stop it.

Report to Velman - Complete.

Further Training - Complete. Should be set up with archetypes in mind. I didn't get a chance to test that except on my rogue. So if anyone finds a problem with it, let me know.

Back to Velman - Complete. This is also based on class, I tried to test all of them, but can't with the class requirements up (Except for Rogue's). So please check to make sure I didn't miss anything.

Missive to Tursh - Complete. Instead of just running up there and hailing him, I've set it up so you have to click a dialogue option and actually turn the missive in to Oakheart.

Shimmerleaf_Turmoil - Complete. Set up in kind of a lazy way, but works for now. (Just run to the quest turn-in NPC and turn in, that's it.) Might set it up so you have to hail her later.

Fearsome Constructs - Complete

No Fish for Tursh - Complete

Boars in the Balance - Complete. Note: The boars don't move yet because the whelps should be following the Chargers, but I didn't have time to set that up tonight. But the quest itself works.

And that's all for today. I'll try to get back to this next weekend.
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Jakkal
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Re: Tursh Progress Thread
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Post by Jakkal » Mon Nov 07, 2016 6:45 pm

Today's progress:

Stray Chicken - Complete

Another Stray Chicken - Complete (This one takes you into Themwar's Shield in Three Rivers.) So don't do that unless you want to chunk.

Destroy Horror's Source - Complete

Bearer of Bad News Complete

Brave Student - Added "Dire Tidings" as a prerequisite quest.

A Study of Time and The Nature of an Eye - Added "The Origin of Imps" as the prerequisite.
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Jakkal
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Re: Tursh Progress Thread
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Post by Jakkal » Tue Nov 08, 2016 3:08 pm

Today's Progress:

The Origin of Imps - Was not properly removing the Rift Dust when the quest was complete. Fixed.

Free Captive Brownies - This one is set up and you can do it BUT.. we have no way for NPCs to follow NPCs currently. So I can't script the captive brownies to move with their captors. You can do this quest if you click on the Brownies that are hiding in the tree trunks. We're still working on the other ones. To do list: The Riftseeker holding them captive needs to be killed. Upon its death, you get the quest update, and the Captive Brownie should despawn and a fleeing brownie spawns and runs off.

Brownie's Magic - Set up - BUT - I've figured out how to change the character into a brownie. I have not figured out how to put a timer on that or how to change the character back. If you relog, it will change your character back, so there is that.

You Say You Want A Revolution -CURRENTLY NOT WORKING- Okay Read This: Between Brownie's Magic, and this quest, they run side by side, technically, but the trick is you need to do Brownie's Magic first. That turns you into a Brownie. Then you talk to Rowan Fleed and he teleports you into where the other imprisoned Brownie is.

Also if you do Brownie Magic first, you get turned into the Brownie, then if you finish "You say you want a revolution", it will change you back. I tested this on a female vulmane, so someone with a male might want to see if they stay male. Cuz.. yeah.

HERE'S THE CATCH: This is a really complex script and it's not working entirely properly and I will need one of the better scripters to look it over and possibly add some stuff to it.

Here's what's wrong with it:

#1. There is no check in place to see if you're a brownie or not. So if you're on the quest *at all*, then Rowan will tempt you with pie and teleport you to the shack with the imprisoned Brownie. I don't believe we have the ability to check and see if a character is the proper race for spawn scripts. We can restrict quests by race, yes, but that's not the same thing.
#2. The imprisoned Brownie will spawn a revolting Brownie that starts to attack the jailer. That's normal. The imprisoned Brownie isn't despawning. I know this part is fairly simple, but I'm too tired to take care of it tonight.
#3. The revolting brownie is supposed to run off, but I haven't scripted that yet either.
#4. You can just kill the jailer and get the credit. I didn't put in a quest check for starting the revolt yet.
#5. There's only one imprisoned brownie, and I swear there should have been at least 4.
#6. I think the jailer is supposed to spawn after you convince the Imprisoned Brownie to Riot. Otherwise if you don't use Fleed to teleport, you'd have to kill the jailer, to get to the imprisoned brownie and convince him to riot. Seems backwards.

In conclusion, do not test or bug report this quest, it is not finished.

If any of the Content Devs want to look this over and fix this issues, that'd be great.
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