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I have a quest question please need help on if possible


SeabeeMan

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Hello Everyone,

 

Just a question is all.

 

I made a quest where the reward was some armor clothing. I found out later on that when they got the reward it also gave random mods with the armor items.

 

Different Levels, Different mods it was strictly random.

 

Is there a way I can stop them from getting any Mods with the armor items that they get as a reward?

 

Or is there a way I can make them only get certain mods in their armor rewards or even what level the mods are?

 

Thank You for any input,

SeabeeMan....

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What was the code you have for the armor reward? Armor can be set so that when you loot it it has a chance of already having mods equipped. I would guess that can apply to quest rewards as well.

 

ok this is one of my quests with rewards. Also even the Destroyer HeavyGun has mods in it also at times but it is totally random.

 

<quest id="jdc">

<property name="name_key" value="Jobc" />

<property name="subtitle_key" value="Jobc" />

<property name="description_key" value="Jobc" />

<property name="icon" value="ui_game_symbol_zombie" />

<property name="repeatable" value="false" />

<property name="category_key" value="challenge" />

<property name="offer_key" value="read it and you will become a destroyer. You will get a Destroyer HeavyGun which needs Mayor_approval_papers to repair that you can get from a Mayor or find while looting and you will get clothing items which will help in your job. Only spend skill points on the Job_Perc_Destroyer for your Destroyer HeaverGun." />

<reward type="Exp" value="250" />

<reward type="Item" id="Destroyer Helmet" value="6" />

<reward type="Item" id="Destroyer Chest" value="6" />

<reward type="Item" id="Destroyer Gloves" value="6" />

<reward type="Item" id="Destroyer Legs" value="6" />

<reward type="Item" id="Destroyer Boots" value="6" />

<reward type="Item" id="Destroyer HeavyGun" value="6" />

</quest>

 

Thank You for any help you can give

SeabeeMan....

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So, I asked around and Khaine informed me that to avoid this you need to put these items into a custom lootgroup and then award that instead of the items directly.

 

So it would look like this:

 

<reward type="LootItem" id="DestroyerLoot" ischosen="true" isfixed="true" value="1" />

 

at the end of your quest. Then in loot.xml make a lootgroup in loot.xml like:

 

<lootgroup name="DestroyerLoot">
<item name="Destroyer Helmet" count="1"/>
<item name="Destroyer Chest" count="1"/>
<item name="Destroyer Boots" count="1"/>
<item name="Destroyer Gloves" count="1"/>
<item name="Destroyer Legs" count="1"/>
<item name="Destroyer HeavyGun" count="1"/>
</lootgroup>

 

And I think that should work. Lol. And if you want it be a specific tier, just add quality="#" with whatever tier you want it to be after each count. :)

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ok this is one of my quests with rewards. Also even the Destroyer HeavyGun has mods in it also at times but it is totally random.

 

<quest id="jdc">

<property name="name_key" value="Jobc" />

<property name="subtitle_key" value="Jobc" />

<property name="description_key" value="Jobc" />

<property name="icon" value="ui_game_symbol_zombie" />

<property name="repeatable" value="false" />

<property name="category_key" value="challenge" />

<property name="offer_key" value="read it and you will become a destroyer. You will get a Destroyer HeavyGun which needs Mayor_approval_papers to repair that you can get from a Mayor or find while looting and you will get clothing items which will help in your job. Only spend skill points on the Job_Perc_Destroyer for your Destroyer HeaverGun." />

<reward type="Exp" value="250" />

<reward type="Item" id="Destroyer Helmet" value="6" />

<reward type="Item" id="Destroyer Chest" value="6" />

<reward type="Item" id="Destroyer Gloves" value="6" />

<reward type="Item" id="Destroyer Legs" value="6" />

<reward type="Item" id="Destroyer Boots" value="6" />

<reward type="Item" id="Destroyer HeavyGun" value="6" />

</quest>

 

Thank You for any help you can give

SeabeeMan....

 

I believe that what I have experienced with modding the quests that when use this:

<reward type="Item" id="Destroyer Helmet" value="6" />

We would get 6 Destroyer Helmets.. it looks like your quest is giving 36 items on pay out? The only time in the stock quests is the reward type="Item" used is for casino coins, so maybe I am wrong in that?

 

when we use loot tables like bdubyah stated the value="#" becomes the probability of higher tiers depending on how you set up your loot.xml.

 

So doing this in the loot.xml:

<lootgroup name="DestroyerLoot">
 <item name="Destroyer Helmet" count="1"/>
 <item name="Destroyer Chest" count="1"/>
 <item name="Destroyer Boots" count="1"/>
 <item name="Destroyer Gloves" count="1"/>
 <item name="Destroyer Legs" count="1"/>
 <item name="Destroyer HeavyGun" count="1"/>
</lootgroup>

Will only give 1 on the list and it will be guaranteed tier 1, and likely your tier 1 armor has no slots so it won't gain any mods.

 

And in conjunction with this from the quest.xml:

<reward type="LootItem" id="DestroyerLoot" ischosen="true" isfixed="true" value="1" />

You will are stating its from a loot table by that id name and it's a chosen reward but it is fixed so always on the choice table and its going to be from the tier 1 category.

 

If you want the player to get 1 of each you need to do this:

<lootgroup name="DestroyerLoot" count="all">
 <item name="Destroyer Helmet" count="1"/>
 <item name="Destroyer Chest" count="1"/>
 <item name="Destroyer Boots" count="1"/>
 <item name="Destroyer Gloves" count="1"/>
 <item name="Destroyer Legs" count="1"/>
 <item name="Destroyer HeavyGun" count="1"/>
</lootgroup>

This will ensure that each of the items is given with the count amount in each <item name=...../> so in this case 1.

 

You might run into a problem by using the ischosen="true" because of the skill that gives extra selections upon quest handin, so you either have to add a couple more reward type options or remove the ischosen variable.

<reward type="LootItem" id="DestroyerLoot" value="1" />

 

If you notice in the stock loot.xml we can set mods more specifically inside each piece but it is referencing to the tag name rather than the specific mod item.

so look at armorMilitaryBoots in the items.xml we see this:

<property name="Tags" value="lowerbody,feet,armor,armorFeet,lightarmor"/>

 

and in the loot.xml we see this under the clothingTestLoot:

<item name="armorMilitaryBoots" mods="dye,dye" mod_chance="1"/>

Which should mean that if this Military boot appears it will have guarnteed dye in it 100% of the time.

 

when you look at the clothes in loot.xml we see this:

<item name="tshirt" mods="dye" mod_chance="0.00"/>

which in theory should mean the item never spawns with dye in it. But we have to look further because dye can be placed in anything with the following modifier_tags="clothing,armor,weapon,tool,vehicle"

and in the tshirt in items.xml we see this:

<property name="Tags" value="upperbody,chest,clothing"/>

 

the only thing that can be added to the modslots in the tshirt must be defined in the item_modifiers.xml in the instalable_tags but is only used in loot.xml by the modifier_tags="..."

 

none the less if you want to block mods from appearing in your armor you can add the mods= and mod_chance= attribute in your loot table but need to include all the modifier_tags you don't want to appear something like

<lootgroup name="DestroyerLoot" count="all">
 <item name="Destroyer Helmet" mods="waterPurifier,dye,carryweight,misc,movement,thermal,stealth,resistance,temperature" mod_chance="0.00"/>
 <item name="Destroyer Chest" mods="ammo,dye,carryweight,misc,movement,thermal,stealth,resistance,temperature" mod_chance="0.00"/>
 <item name="Destroyer Boots" mods="falldamage,dye,carryweight,misc,movement,thermal,stealth,resistance,temperature" mod_chance="0.00"/>
 <item name="Destroyer Gloves" mods="hands,dye,carryweight,misc,movement,thermal,stealth,resistance,temperature" mod_chance="0.00"/>
 <item name="Destroyer Legs" mods="dye,carryweight,misc,movement,thermal,stealth,resistance,temperature" mod_chance="0.00"/>
 <item name="Destroyer HeavyGun" mods="dye,carryweight,misc,movement,thermal,stealth,resistance,temperature" mod_chance="0.00"/>
</lootgroup>

that is assuming all those tags are installable into your Destroyer series of armor?

Maybe someone with more knowledge can straighten up whether this is redundant or not.

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Thank You for all of that info :)

 

The code I posted first this one:

<quest id="jdc">

<property name="name_key" value="Jobc" />

<property name="subtitle_key" value="Jobc" />

<property name="description_key" value="Jobc" />

<property name="icon" value="ui_game_symbol_zombie" />

<property name="repeatable" value="false" />

<property name="category_key" value="challenge" />

<property name="offer_key" value="read it and you will become a destroyer. You will get a Destroyer HeavyGun which needs Mayor_approval_papers to repair that you can get from a Mayor or find while looting and you will get clothing items which will help in your job. Only spend skill points on the Job_Perc_Destroyer for your Destroyer HeaverGun." />

<reward type="Exp" value="250" />

<reward type="Item" id="Destroyer Helmet" value="6" />

<reward type="Item" id="Destroyer Chest" value="6" />

<reward type="Item" id="Destroyer Gloves" value="6" />

<reward type="Item" id="Destroyer Legs" value="6" />

<reward type="Item" id="Destroyer Boots" value="6" />

<reward type="Item" id="Destroyer HeavyGun" value="6" />

</quest>

 

If the item is a "ARMOR" item this will give it the level of 6

But.... if it is not a armor type item and just a clothing item or a item that does not have a level such as resourceAcid it then will give you 6 of those items.

 

Thank You again oh and one last thing I am not sure of if you can please explain this to me....

 

I am not sure on this code: <reward type="LootItem" id="DestroyerLoot" ischosen="true" isfixed="true" value="1" />

 

what exactly does the ischosen="true" and isfixed="true" actually do?

 

and on the fourms here how do you put the codes you are showing me into the green background boxes?

 

Sorry never knew how to do that and was just wondering.

 

Thank You again :)

SeabeeMan....

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Not 100%, but I think it just means it's guaranteed to be picked, and that it's not affected by anything, such as skills, maybe. Again, basically just guessing on what I've looked at in the xmls. Probably just extra insurance that the exact reward wanted is what is given.

 

[ CODE][ /CODE] without the spaces inside is how you use code. If you go advanced when you post, look for the # button.

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Thank You for all of that info :)

 

The code I posted first this one:

<quest id="jdc">

<property name="name_key" value="Jobc" />

<property name="subtitle_key" value="Jobc" />

<property name="description_key" value="Jobc" />

<property name="icon" value="ui_game_symbol_zombie" />

<property name="repeatable" value="false" />

<property name="category_key" value="challenge" />

<property name="offer_key" value="read it and you will become a destroyer. You will get a Destroyer HeavyGun which needs Mayor_approval_papers to repair that you can get from a Mayor or find while looting and you will get clothing items which will help in your job. Only spend skill points on the Job_Perc_Destroyer for your Destroyer HeaverGun." />

<reward type="Exp" value="250" />

<reward type="Item" id="Destroyer Helmet" value="6" />

<reward type="Item" id="Destroyer Chest" value="6" />

<reward type="Item" id="Destroyer Gloves" value="6" />

<reward type="Item" id="Destroyer Legs" value="6" />

<reward type="Item" id="Destroyer Boots" value="6" />

<reward type="Item" id="Destroyer HeavyGun" value="6" />

</quest>

 

If the item is a "ARMOR" item this will give it the level of 6

But.... if it is not a armor type item and just a clothing item or a item that does not have a level such as resourceAcid it then will give you 6 of those items.

 

Thank You again oh and one last thing I am not sure of if you can please explain this to me....

 

I am not sure on this code: <reward type="LootItem" id="DestroyerLoot" ischosen="true" isfixed="true" value="1" />

 

what exactly does the ischosen="true" and isfixed="true" actually do?

 

and on the fourms here how do you put the codes you are showing me into the green background boxes?

 

Sorry never knew how to do that and was just wondering.

 

Thank You again :)

SeabeeMan....

 

 

Hey SeabeeMan!

Thanks for clarifying the Armor as "Item" and that value= in fact affects level, this will come in handy for my quest series as it seems getting tier levels right on all things is a slight headache.

 

ischosen="true" is used when we want to give a list of items that can be selected from when turning in the quest at the trader, when points are put into the perk Daring Adventurer a character gets more options, I have encountered using the ischosen="true" tag in quests and didn't have enough options to satiate the amount of rewards able to be chosen at a maxed Daring Adventurer which made the quest unable to be handed in. So either avoid using it or make sure you have at least 3 or more options listed with the ischosen="true"

 

isfixed="true" means that it will always be a selection option and at the top of the list.

 

If you did this to your code

<quest id="jdc">
<property name="name_key" value="Jobc" />
<property name="subtitle_key" value="Jobc" />
<property name="description_key" value="Jobc" />
<property name="icon" value="ui_game_symbol_zombie" />
<property name="repeatable" value="false" />
<property name="category_key" value="challenge" />
<property name="offer_key" value="read it and you will become a destroyer. You will get a Destroyer HeavyGun which needs Mayor_approval_papers to repair that you can get from a Mayor or find while looting and you will get clothing items which will help in your job. Only spend skill points on the Job_Perc_Destroyer for your Destroyer HeaverGun." />
<reward type="Exp" value="250" />
<reward type="LootItem" id="DestroyerLoot" ischosen="true" isfixed="true" value="1" />
<reward type="Item" id="Destroyer Helmet" ischosen="true" value="6" />
<reward type="Item" id="Destroyer Chest" ischosen="true" value="6" />
<reward type="Item" id="Destroyer Gloves" ischosen="true" value="6" />
<reward type="Item" id="Destroyer Legs" ischosen="true" value="6" />
<reward type="Item" id="Destroyer Boots" ischosen="true" value="6" />
<reward type="Item" id="Destroyer HeavyGun" ischosen="true" value="6" />
</quest>

When the reward came up in the Traders reward screen you would guarnteed have the loot group pick as it's fixed, when Daring Adventure has perk points put into it then you start getting more selections which than is going to randomly select from the rest of the ischosen="true" list, the isfixed="true" will always have preference above any ischosen="true" that does not.

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