# don't touch this
delete {questList::*}
delete {questDev::*}
# config stuff (u can edit this)
# Syntax: (add 1 to id each time)
# register new quest with name "Dirt Miner I", objective "Mine 10 Dirt", reward "$5,000", criteria "mine:dirt:10", id 1, codename "mine10dirt", item dirt
# avaliable criteria:
# mine:material:amount
# kill:material:amount
# craft:material:amount
register new quest with name "Dirt Miner I", objective "Mine 10 Dirt", reward "$5,000", criteria "mine:dirt:10", id 0, codename "mine10dirt", item dirt block
register new quest with name "Dirt Miner II", objective "Mine 50 Dirt", reward "$25,000", criteria "mine:dirt:50", id 1, codename "mine50dirt", item dirt block
register new quest with name "Dirt Miner III", objective "Mine 100 Dirt", reward "$50,000", criteria "mine:dirt:100", id 2, codename "mine100dirt", item dirt block
effect register new quest (with name|named) %string%, objective %string%, reward %string%, criteria %string%, id %integer%, codename %string%, item %itemtype%:
trigger:
set {questDev::objective::%expr-5%} to expr-2 # used
set {questDev::reward::%expr-5%} to expr-3 # used
set {questDev::name::%expr-5%} to expr-1 # used
set {questDev::codename::%expr-5%} to expr-6 # used
set {questDev::item::%expr-5%} to expr-7 # used
set {questDev::id::%expr-6%} to expr-5 # used
add expr-6 to {questList::*}```
(not full code to prevent code swipers, ask if you need all the parts)
I need to make it so I can automate the progression (which is why i made the criteria like that, so i can split the var)
#made this automatic quest gen, but idek where to start on the progression part
1 messages · Page 1 of 1 (latest)
Well Well Well..
ok bro get outta here
i promise you i did. i can show the file save history on it
earliest save of the file
okay, mb
so, you're trying to detect when someone completes a quest (mine 10 dirt), and then automatically assign the next one (mine 50 dirt)?
can probably store the dirt they've mined and then check if they have enough on break of dirt:
yeah pretty much. but im wondering if theres a way to automatically check if the mined block is apart of a quest
so i dont have to manually add each on block break of x
you could probably on break: if any: type of event-block = a type of event-block = b ... then: set {_type} to type of event-block # do stuff with {_type}
maybe add the blocktype to your questDev list, {questDev::blockType::%expr-5%} = ..., then you can just see if {questDev::blockType::*} contains {_type}
true, i could do that. ty