Re: "have item" with permanent items?
Posted: Thu Oct 08, 2020 9:04 pm
Really? I think I tried that, but the quest ended automatically. For example the following code snippet:
The newspaper shall be given to the player in a timeframe between 2 and 7 ingame days, hence the "init" timer. If I remember correctly, the quest stops as soon as the "init" task is done, i.e. the player gets the item very shortly, but then the quests ends automatically (because the timer is up) and the item vanishes again.
Code: Select all
Item _Newspaper_ letter used 1030 Clock _init_ 2.00:00 7.00:00 start timer _init_ _init_ task: get item _Newspaper_ saying 1020
That's why I use the following logic:
This way, the item persists until the "infinity" timer is up, i.e. after 10000 ingame days (27 years).
Code: Select all
Item _Newspaper_ letter used 1030 Clock _Infinity_ 10000.00:00 Clock _init_ 2.00:00 7.00:00 start timer _init_ _init_ task: get item _Newspaper_ saying 1020 _Infinity_ task:
Edit: Hm. I think I stand corrected and you are right. For testing, I removed my infinity timer, and the quest simply kept running. No idea why I added it earlier this year... Maybe at first I wanted to have just a shorter timer (so the newspaper disappears after a few ingame days), but then somehow I thought "a few days is way too early, maybe the player misses to read it and thus misses other quest opportunities" and that's why I cranked it up to such a long time... and then my memory faded until I continued work on my quests just a few days ago, now being convinced that the timer was actually needed to keep the item ... I'm getting old (... getting 40 next year).