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#8
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The database isn't the issue, it is the operation of the perl that handles quests. Time for a little perl 101 I think!
Code:
if (plugin::check_handin(\%itemcount, 10032 => 2, 10000 => 1)) {
quest::say("Here is your prize - a lambent star ruby.");
quest::summonitem(10117);
quest::faction(320,5);
quest::faction(291,-15);
}
None of us on the project were familiar enough with perl when we started, or the emulator in general to be able to see this possible caveat. But as a rule, the system just doesn't allow for quest chains out of the box. I've never tested this hypothesis either and I might not even work how I have it laid out in my mind and not work at all. Using the plugin is what allows for item returns on a bad turn in as well and would go away. In essence it is a double edged sword and a Pandoras Box that I'm not sure we are capable of opening based on staffing levels & time requirements.
__________________
I have walked my way since the beginning of time. Sometimes I give, sometimes I take & it is mine to know which and when.
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