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Old 09-20-2010, 04:53 AM
Taluvill Taluvill is offline
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Nevermind. Edited it out.
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Old 09-20-2010, 07:01 AM
guineapig guineapig is offline
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Looks like I might have to change my quote...

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Old 09-20-2010, 07:03 AM
guineapig guineapig is offline
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There is no need to MQ all the class armors. Rogue, SK, Paly, Bard, shaman and Warrior quest armors are all tradable. It's only the int caster quests that result in no drop items.
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Old 09-20-2010, 07:04 AM
Puyen Puyen is offline
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I would expect an item decay on the npc so that if all items are not turned in within a reasonable time then they disappear. I know I would be pissed if I brought someone to help mq an item and he got it instead of me because of some previous player failing to complete the turn ins.
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Old 09-20-2010, 07:09 AM
Rogean Rogean is offline
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Originally Posted by Puyen [You must be logged in to view images. Log in or Register.]
I would expect an item decay on the npc so that if all items are not turned in within a reasonable time then they disappear. I know I would be pissed if I brought someone to help mq an item and he got it instead of me because of some previous player failing to complete the turn ins.
The fact is I'm only going to code it that way if that's how it worked on live.
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Old 09-20-2010, 11:29 AM
Ravhin Ravhin is offline
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Quote:
Originally Posted by Rogean [You must be logged in to view images. Log in or Register.]
The fact is I'm only going to code it that way if that's how it worked on live.
I remember reading through some posts on Alla discussing this re: the Sebilis key. The conclusion was that the "temporary quest table" for NPCs never reset (only on server restart) and that knowing which items were in the pool already, and thus possibly going to mess up your MQ attempt, was impossible. So I think the current approach is the correct one.
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  #7  
Old 09-20-2010, 03:28 PM
Japan Japan is offline
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Quote:
Originally Posted by Ravhin [You must be logged in to view images. Log in or Register.]
I remember reading through some posts on Alla discussing this re: the Sebilis key. The conclusion was that the "temporary quest table" for NPCs never reset (only on server restart) and that knowing which items were in the pool already, and thus possibly going to mess up your MQ attempt, was impossible. So I think the current approach is the correct one.
Can't source it, but this is exactly right. Of course, quest table did reset if NPC was killed and respawned. MQing was inherently dangerous because once someone fucked one MQ attempt up via ineptitude, there was a strong possibility the next attempt would be boned (with the person selling the MQ accidentally completing it). I'll vouch for that part of this system.

I cannot vouch, though, that a NPC could maintain a pool of multiple items with the same ID across reward deliveries as Rogaine has coded. My memory says an NPC's item table for a particular quest would reset completely when that quest was completed. (Ex: I hand in 3 deathfist belts in one turnin and receive no reward. I hand in 3 in a separate trade and am granted reward for having turned in 4. If I turn in 2 more I do NOT receive reward, as the item table was reset completely when I was rewarded.)

If there's a source to the contrary stick it in my eye, but as-is I'm not totally convinced P99's proposed system is authentic. Certainly, NPCs could not determine the difference between stackable items (stack of 20 was treated as equal to one individual item), so it seems even less likely that NPCs on live could remember a quantity of stacked item and subtract only the correct amount required by the quest from the temporary item pool upon rewarding a player.

Point being that on live, it is my belief that while one flubbed MQ attempt could fuck up the next single MQ attempt, one bad MQ attempt could not create a chain-reaction of premature completions.
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Old 09-20-2010, 08:53 PM
Ravhin Ravhin is offline
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Quote:
Originally Posted by Japan [You must be logged in to view images. Log in or Register.]
I cannot vouch, though, that a NPC could maintain a pool of multiple items with the same ID across reward deliveries as Rogaine has coded. My memory says an NPC's item table for a particular quest would reset completely when that quest was completed.
Indeed this might have been the case, should be looked into. I haven't played live since Velious, can you still MQ? If so, should be fairly easy to test.
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  #9  
Old 10-18-2010, 04:49 PM
sgallaty sgallaty is offline
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Quote:
Originally Posted by Rogean [You must be logged in to view images. Log in or Register.]
The fact is I'm only going to code it that way if that's how it worked on live.
Negative.

How it worked on live is that items given to the npc were held in the npc's general inventory (you can test this by killing a quest npc before turning in all the items - those items can be retrieved)

I am fairly 100% certain that there were no 'time limits' other than zone resets (which sometimes happened because of stuck mobs or zone crashes) - OR some quest mobs which had timed spawns - can't think of any at the moment but I know that some did spawn/despawn.

You can deal with the shadowed man rapier by making a newb and having him loot the rapier, escort him to bootstrutter's path and letting him die there with consent to you, or dueling and not looting it, (or eating exp and dying with the rapier on you - deliberately or otherwise)

that way you can pick the rapier up when you have bootstrutter held stopped in chat.
Last edited by sgallaty; 10-19-2010 at 06:37 PM..
  #10  
Old 10-24-2010, 02:03 AM
Zanti Zanti is offline
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Does anyone else remember handing quest npcs 1 copper before doing turn ins to "clear" their inventories? Maybe handing in unrelated items to clear any previous MQ attempts was just a often heard myth on my server.
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