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[Solved]*Acquiring Quest Help!

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Level 2
Joined
Feb 5, 2011
Messages
16
Hi

I am trying to make a Questgiver which is able to give multiple quests to a player.

So a general process will be,

1. Player chooses quest from questgiver
2. Player acquires quest item from questgiver
3. Item manipulated is removed
4. Quest is activated for the Player

Here is my trigger:

  • Track Down The Bandits A
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Track Down The Bandits!
      • ((Triggering unit) is A Hero) Equal to True
      • (Hero level of (Triggering unit)) Less than or equal to 10
      • ((Triggering unit) is in TrackDownTheBandits_Group) Equal to False
    • Actions
      • Item - Remove (Item being manipulated)
      • Unit Group - Add (Triggering unit) to TrackDownTheBandits_Group
      • Game - Display to (Player group((Owner of (Triggering unit)))) the text: |cffffcc00Training ...
      • Quest - Create a Required quest titled (Remove Threat! ( + ((Name of (Owner of (Triggering unit))) + ))) with the description Assassins lurks wit..., using icon path ReplaceableTextures\CommandButtons\BTNFelHound.blp
      • Set TrackDownTheBandits[(Player number of (Triggering player))] = (Last created quest)
Everything is working fine, except one problem.

Using this trigger, if you would to acquire the quest for the second time, the item manipulated will not be destroyed and will instead become an item in the inventory.

Although there is no quest activated, how do I remove the item manipulated?
 
Level 2
Joined
Feb 5, 2011
Messages
16
you mean like this?

  • Track Down The Bandits A
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Track Down The Bandits!
      • ((Triggering unit) is A Hero) Equal to True
      • (Hero level of (Triggering unit)) Less than or equal to 10
    • Actions
      • Item - Remove (Item being manipulated)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is in TrackDownTheBandits_Group) Equal to False
        • Then - Actions
          • Game - Display to (Player group((Owner of (Triggering unit)))) the text: |cffffcc00Training ...
          • Unit Group - Add (Triggering unit) to TrackDownTheBandits_Group
          • Quest - Create a Required quest titled (Remove Threat! ( + ((Name of (Owner of (Triggering unit))) + ))) with the description Assassins lurks wit..., using icon path ReplaceableTextures\CommandButtons\BTNFelHound.blp
          • Set TrackDownTheBandits[(Player number of (Triggering player))] = (Last created quest)
        • Else - Actions
tried but did not work :S
 
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