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			#1  
			
			
			
			
			
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 |  Jboots Quest Hi, Can anyone confirm or deny that you can MQ Jboots? Thanks, | ||
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			#2  
			
			
			
			
			
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 |   deny because MQ is not allowed here GG | ||
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			#3  
			
			
			
			
			
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 |   You can't MQ on P99. 
				__________________ Klaatu (RED)- Fastest Rez Click in Norrath Klaatu (BLUE) - Eternal 51 Mage Klattu (GREEN) - Baby Cleric | ||
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			#4  
			
			
			
			
			
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 |   yeah I was just told this,  disregard or delete! Thanks! | ||
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			#5  
			
			
			
			
			
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 |   Quote: 
 
				__________________ "well, shit son." - ZITHAX  | |||
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			#6  
			
			
			
			
			
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 |   FAIL MULTI QUESTING | ||
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			#7  
			
			
			
			
			
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 |   Not so much not allowed but doesn't work.  The database they use doesn't support it. | ||
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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. Quote: 
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			#10  
			
			
			
			
			
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 |   Quote: 
 For an NPC in the database, store 4 "inventory" fields which each would contain an item number, an iterator (that counts to 4) and (if necessary) the id of the last character to do a handin. When an item is handed in, add that item to the inventory# of the iterator, and iterate. If the iterator = 4, set it to 0. On each handin, check quest completion. If the quest is completed, summon the item, and delete the appropriate inventory items. Additionally, I would think that you could do this in such a way as to keep the majority of your quest code. Possibly writing a simple perl script or find/replace, in conjunction with some external methods, would allow you to affect the majority of the quests to be MQable. In your example: 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);
	}Sorry, I'd write up a bunch of pseudo code but I don't even know where to begin with parameters like the above. I don't consider MQing really very important, so I wouldn't expect you to spend alot of time on such a fix. But if you were so inclined, an approach like the above might be worth looking into. Anyway, thanks for the early morning brain teaser. Cheers. 
				__________________ Kruall - Troll Shaman Ferok - Dwarf Warrior | |||
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