Re: Classic quest bugs
Posted: Mon Jun 04, 2018 10:44 pm
I've started working through these now as I have time. Reserving a post for myself to update on status on above. I'll continue to edit this post and my comments above as I progress. Please keep adding more below as you find them.
Bug #1
RESOLVED
Bug #2
NOT REPRODUCED
Bug #3
RESOLVED
Bug #4
RESOLVED
Bug #5
RESOLVED
Bug #6
RESOLVED
Bug #7
RESOLVED
Bug #8
RESOLVED
Bug #9
RESOLVED
Bug #10
RESOLVED
Bug #11
RESOLVED
Bug #12
RESOLVED
Bug #13
RESOLVED
Bug #14
RESOLVED
Bug #15
RESOLVED
Bug #16
RESOLVED
Bug #17
RESOLVED
Bug #18
RESOLVED
Bug #20
RESOLVED
Bug #21
RESOLVED
Bug #22
RESOLVED
Bug #23
RESOLVED
Bug #24
RESOLVED
Bug #1
RESOLVED
- Now "saying nnnn" will only display once.
- Now also supports alternate variant "pc at aPlace do aTask"
Bug #2
NOT REPRODUCED
- TotingItemAndClickedNpc already breaks check once parent task triggered. There should be no issues with multiple instances of this trigger condition under a single parent task. This is not a continuous toggle like HaveItem.
- Successfully tested with A0C00Y00 and task S.02 is triggered as scripted when player clicks on quest giver with any of the chosen letter variants.
- Note1: This test is inclusive of Bug #3 fixes. It's most probable cause was actually inability to drop item to satisfy S.03.
- Note2: Picking up the treasure "the courier's belongings" will also make quest impossible to complete. Quest giver will not deliver reward if the belongings are disturbed, as scripted.
- Note3: A0C00Y00 is a problematic quest for other reasons as well. It's almost impossible to pick up the letter without touching the belongings (which fails the quest) and there's no feedback for this action even if the user intended it.
Bug #3
RESOLVED
- DroppedItemAtPlace now stops processing once parent task triggers. This prevents issue encountered when multiple "dropped item" conditions are used underneath same parent task.
- Reworked how drop logic is handled so item is able to be successfully dropped when in correct quest location.
- Added support for "saying nnnn". Will only be shown once.
Bug #4
RESOLVED
- Added support for "saying nnnn". Will only be shown once.
Bug #5
RESOLVED
- Added support for "saying nnnn". Will only be shown once.
Bug #6
RESOLVED
- Added support for "saying nnnn". Will only be shown once.
Bug #7
RESOLVED
- Implemented "make pc ill with aDisease" and related Quests-Diseases data table.
Bug #8
RESOLVED
- Implemented "cure aDisease" quest action.
Bug #9
RESOLVED
- Added support for "saying nnnn". Will only be shown once.
Bug #10
RESOLVED
- "give item" will now remove said item player's inventory if they have it..
Bug #11
RESOLVED
- Quest messages now use a stack which fixes multiple issues related to message and execution concurrency
Bug #12
RESOLVED
- This one appears to have been resolved around the time I fixed a related issue with NPC placement. Just played through quest successfully in test.
Bug #13
RESOLVED
- I was able to play through quest successfully. It appears problem has been resolved by another fix.
Bug #14
RESOLVED
- Dungeons quests will now fallback to a random dungeon type if specific dungeon not available.
Bug #15
RESOLVED
- CreateFoe now supports msg message ID displayed on placement of first spawn only.
Bug #16
RESOLVED
- Place resource will now try to match preferred dungeon type first (e.g. "dungeon4"). If preferred dungeon type does not exist in region, it will fall back to use any available random dungeon type so quest can continue.
Bug #17
RESOLVED
- RestrainFoe flag is no longer cleared on master Foe resource by first spawned enemy. All spawned enemies can now process restrained flag.
Bug #18
RESOLVED
- DestroyNpc action now accepts both "destroy npc anNPC" and "destroy anNPC" variants. Did the same for HideNpc action.
Bug #20
RESOLVED
- Fixed regex and processing issues so item class/subclass variants are generated.
Bug #21
RESOLVED
- Removed apostrophe to fix table link.
Bug #22
RESOLVED
- Foe and Item resources can now be hot-placed to another location and will be removed from initial location.
Bug #23
RESOLVED
- Added a fallback to random house if specified house type not found.
Bug #24
RESOLVED
- HUD faces now supports portraits for faction type children.