CommonersQuest (quests from players for players) (3.1)
CommonersQuest (quests from players for players)
(Idea inspired by the existance of the abandonned MyQuest@WoW-UI.)
CommonersQuest by Kärbär@EU-Proudmoore
This is a still pretty 'raw' first attempt for "hand-made" quests. The new edit window smoothens that out some though.
TO SEE ANYTHING YOU *NEED* AN LDB DISPLAY ADDON. Possible choices are e.g. Ninjapanel, Carousel,StatBlockCore or Fortress (my favorite), but there are probably others as well. (If you installed one of them and still don't see a yellow ? somewhere, make sure CommonersQuest is enabled, it currently defaults to DISABLED.)
ANY TEST REPORTS ARE WELCOME! (Except reporting that the addon is clunky and spams too much currently... I am well aware of that. ) Sensible suggestions are as well welcome. Just be a bit realistic...
STATUS: - a full cycle has been tested and completed successfully with v30103.4
DETAILS: - quests can be created - various pre-requirements for the prospective quest taker can be setup - rewards can be defined - quests can be requested and given - the initial trade to hand over the "binding item" should work - one should be able to complete emote/kill requirements - the final trade to complete a quest should work - abandonning quests should work
TODO: - nicer dialog (slider) where a range is to be set (number of items, level ranges) - a restriction to give a quest not more than x times total - quests without binding item (with specific conditions: requirement must be one itemtype not used anywhere in any other quest, reward must be money, quest cannot be a pre-quest for any other, quest isn't "given" but just turned in similar to old world runecloth "quests") - survive requirement: testing
Basic HOWTO:
A) Trading (VERY IMPORTANT) It's most important that you do NOT initiate a trade manually if it is supposed to be relevant to CommonersQuest. CommonersQuest AUTOMATICALLY initiates trades as required, if you target the quest giver and the quest giver is not already locked in a trade. Please do NOT pickup binding items manually and drop them on the quest giver/taker. This will create all kinds of weird states.
Just do what you do with normal quests, i.e. use the quest dialogs as appropriate while keeping your target. If a trade window opens, CommonersQuest will try to help you as much as possible to fill in the right items by picking them up from your inventory. Just check your chatlog and put whatever comes to your cursor in your trade window (and nothing else). CommonersQuest should as well notify you if everything is as expected, by telling you to ACCEPT the trade. Exception: The binding item is already 'protected' by an extra dialog, therefore you can ACCEPT immediately after you agreed to the item.
B) Creation of the quest itself 1. Add a new quest via the right-click menu. 2. Click the texts to edit them. Click the requirements to add/remove. You can edit all but the rewards in this mode.
When you're done with creating why and what should be done for your quest, you can start with a reward set. Right-click the menu and choose "Edit quest reward sets" => your new quest => "Add a new reward set".
C) reward set & activation 1. Left click on "reward" adds a fixed reward / money, middle click on "reward" adds a "choosable" reward, right click removes whatever you choose to remove. 2. Add the identical item again to get a dialog to enter a stacksize (if it is stackable). 3. When your quest has all basic elements plus a valid rewardset, you can enable the quest. Right-click the menu and choose "Enable quest" => your new quest.
D) Giving the quest 1. Another player with this addon can then target you and look at your quest(s) by clicking left at the quest sign in his LDB panel. (As the data is transferred in-game, the Blizzard limitations for data transfer require some delay.) This LOCKS the quest (requirements & texts). 2. When they want to do your quest, they accept it. This LOCKS the current quest rewardset until step 8. 3. You get a message that someone wants to do quest # and that you have to choose a "binding item". 4. You then choose a grey or white non-stacking not-bound item to give them as a token ("binding item"). 5. If they have still targetted you, they automatically initiate a trade dialog, you automatically pickup the token item. 6. Put the token item in the trade window. Accept in the popup dialog, that you are sure. 7. The other player is asked the same and has to accept. 8. If both accepted, the trade can be completed and the quest is bound to this item for this player. The rewardset gets unlocked, so another player can then also get the quest.
The player then does what he has to do. Currently, emotes, kills and survives are valid requirements. ("Survive" is not properly validated yet.)
E) Quest completion and reward exchange 1. The player on your quest targets you and clicks the quest sign in his LDB panel again. 2. Then he can choose a reward (if there was something choosable), and hand-in the quest. 3. This will automatically pickup the binding item on his end to put in the trade window. 4. As soon as he laid it into the trade window, you are expected to put the reward into it as well. For this, the reward is picked up from your inventory if possible, so you just need to drop it on your side. (If your inventory is a mess, CQ doesn't try to pile up stacks of sufficient size!) 5. If the rewards are complete, you get a message and can complete the trade. 6. Most of the information that was stored in the process is dropped at this point, just the player and the quest # he completed are stored (to allow follow-up quests).
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