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  #1  
Old 06-03-2009, 11:17 PM
trevius's Avatar
trevius
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From what I can tell, it looks like your quest should be working properly. At least, I don't notice anything right away that stands out. Though, I don't think I have used the 0 option for qglobals, so maybe that code has issues. I always use 5 or 7 in most scripts I have qglobals in and they work perfectly.

Here is a link to a similar working script I made that adds values and checks for defined globals and such. It is different, but same basic concept and works just fine:

http://www.eqemulator.net/forums/showthread.php?t=26123

I am curious if this task you are talking about is an actual Task on Live, or if it is a Quest. If it is a task, you could just use the Task System and I think it should be able to handle everything you are trying to do. Though, I think it would be a deliver task and I am not sure how well a deliver task with 100 turn ins would work lol. Might be worth looking into though if it is a Task on Live. Tasks take some getting used to at first, but using the Task Master tool KLS wrote makes them fairly easy to create and manage.

One thing I always do when working on quests that aren't functioning properly is to put in some debugging say messages. So, where you have:

Code:
               if (!defined($qglobal{imildustep1})) { 
                        quest::setglobal("imildustep1",0,0,'F');
                        $qglobal{imildustep1}=0;
                }
I would change that to

Code:
                 if (!defined($qglobal{imildustep1})) { 
                        quest::setglobal("imildustep1",0,0,'F');
                        quest::say("Global not defined, so setting it and making it 0");
                }
For testing purposes only and then either comment out the say message or remove it completely once everything is working. I would add in Say messages all around the areas that you are having problems with to isolate exactly what is happening. Make sure to put the say message at the end of the if section so it ensures that the steps inside did go through. If you don't get the say message, then part of that if is failing.

Note that I also removed "$qglobal{imildustep1}=0;" from that part of your code as I am not sure what that is doing.
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Last edited by trevius; 06-04-2009 at 07:25 AM..
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  #2  
Old 06-04-2009, 12:11 AM
Andrew80k
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I'll take another look at it. I did the quest on live. I usually do to make sure I get it exactly right or as close as I can come. It is a quest as opposed to part of the task system. I'm making a run through the code to see if I can determine what the deal is.
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  #3  
Old 06-04-2009, 06:25 AM
KingMort
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Try #reloadpl instead
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  #4  
Old 06-04-2009, 06:30 AM
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trevius
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Quote:
Originally Posted by KingMort View Post
Try #reloadpl instead
#reloadquest, #reloadpl and #reloadqst all do exactly the same thing. They are all just aliases for the #reloadqst command. That means they are just different names that all point to the same command, so one is no different than the other at all.

command.cpp:
Code:
command_add("reloadquest","- Clear quest cache",150,command_reloadqst) ||
command_add("reloadqst",NULL,0,command_reloadqst) ||
command_add("reloadpl",NULL,0,command_reloadqst) ||
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  #5  
Old 06-16-2009, 11:46 PM
Yeormom
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I'm betting the qglobal flag in npc_types was set to 0 for the npc you wrote the quest for. I tested this a few minutes ago and noticed an NPC with qglobals disabled cannot get values, which would set it your value back each time as you experienced.
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  #6  
Old 06-17-2009, 12:25 AM
Andrew80k
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Quote:
Originally Posted by Yeormom View Post
I'm betting the qglobal flag in npc_types was set to 0 for the npc you wrote the quest for. I tested this a few minutes ago and noticed an NPC with qglobals disabled cannot get values, which would set it your value back each time as you experienced.
pretty sure it's 1. First thing I did when I started writing the quest. I'll double check though...thanks.
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