Magic Item disappears

For all talk about quest development - creation, testing, and quest system.
Post Reply
User avatar
Ralzar
Posts: 2211
Joined: Mon Oct 07, 2019 4:11 pm
Location: Norway

Magic Item disappears

Post by Ralzar »

I only noticed this now, so I have no save at the moment to confirm this.

I did two quests for the Fighters Guild recently where I get a companion with me in a dungeon to fight a bunch of criminals.
When they are all dead the companion tries to back out on the deal and you get a choice to kill him or not. I killed him both times and got a magic item.
When I checked my inventory now, both magic items were missing? I suspect the were removed when I turned in the "failed2 quests?

User avatar
Jay_H
Posts: 4061
Joined: Tue Aug 25, 2015 1:54 am
Contact:

Re: Magic Item disappears

Post by Jay_H »

Quest reference: JHFG015

Code: Select all

Quest: JHFG015
DisplayName: Third Wheel
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>          We've got someone looking for a fighting partner,
<ce>           wanting to go down into some cave, smash up some
<ce>          bandits, and split the loot. Talks about offering
<ce>            some enchanted item for it. Wanna take it up?

RefuseQuest:  [1001]
<ce>                        Prefer working alone?

AcceptQuest:  [1002]
<ce>            "Well then, I'll introduce you two. Hold on."
<ce>
<ce>                  _questgiver_ hollers at the door.
<ce>                 Soon your client enters to meet you.
<ce>
<ce>                     "Hello there! %pcn, you say?
<ce>                         My name is _friend_.
<ce>                  A pleasure. Let us go to ___dung_.
<ce>            I know a band of criminals is taking up refuge
<ce>           there, and we would spend our time well clearing
<ce>            it out. I'll give you this magic _reward_ once
<ce>               we're all finished. Let's be off, then!"

QuestFail:  [1003]
<ce>

QuestComplete:  [1004]
<ce>                     You consider your job done.

Message:  1019
<ce>                         _friend_ speaks up.
<ce>
<ce>              "So my _reward_ for your fighting, right?
<ce>                This place should be lucrative enough
<ce>                to pay for that, I assume. We'll split
<ce>                 the items we find on the criminals."
<ce>
<ce>            The words leave some doubt for %g3 sincerity.

Message:  1020
<ce>            "Well, I'm satisfied. I think we both came out
<ce>          much richer than we expected. Take your _reward_.
<ce>             Maybe I'll see you again in ___questgiver_."
<ce>
<ce>                     _friend_ tosses you the item
<ce>                      and disappears from view.

Message:  1021
<ce>                        _friend_ speaks up.
<ce>
<ce>                  "Listen, I know we agreed on this,
<ce>              but you've been taking way too much here!
<ce>             I'm not even sure I can turn a profit today.
<ce>             To me it's fair that we both just walk away
<ce>              with what we have on hand and forget about
<ce>               this whole deal. Thanks for your help."
<ce>
<ce>           It appears %g1 is about to leave. If you wanted,
<ce>                 you could slay %g2 to get %g3 item.
<ce>                      Will you let %g2 go free?

Message:  1022
<ce>             As %g1 disappears, you know you've at least
<ce>             held on to your honor, to say nothing of the
<ce>            Fighters Guild's reputation. Someone else will
<ce>               have to teach %g2 not to break %g3 word.

Message:  1023
<ce>                            "Wait, what?"
<ce>
<ce>              Your attack comes as a complete surprise.

Message:  1025
<ce>                  Hey %pcf, have you seen _friend_?
<ce>             'Cause %g1 was headed right here after your
<ce>                        romp down in ___dung_.
<ce>
<ce>                 Dead? Oh, come on, that's not right.
<ce>                 That's not what the guild works for.
<ce>             Listen, do me a favor and keep it a secret.
<ce>               ___questgiver_ needs the Fighters Guild,
<ce>                and if word starts to spread that some
<ce>                  moron takes people to their deaths
<ce>                    in random caves the %t's gonna
<ce>                  run us out of here. Let's pretend
<ce>                   this never happened, all right?

Message:  1030
%qdt:
 The Fighters Guild of ___questgiver_
 has signed me on with _friend_,
 another warrior, to fight bandits for
 treasure inside ___dung_.
 I am to be paid an enchanted _reward_
 when we are finished.

QBN:
Item _reward_ magic_item

Person _questgiver_ group Questor male
Person _friend_ faction Generic_Knightly_Order
Person _fg_ faction The_Fighters_Guild

Place _dung_ remote dungeon3

Clock _timer_ 75.00:00
Clock _dungtime_ 20:00 2.00:00

Foe _enemy1_ is Burglar
Foe _enemy2_ is Thief
Foe _frenemy_ is Warrior

--	Quest start-up:
    start timer _timer_
    log 1030 step 0
    reveal _dung_
    add _friend_ face
    pc at _dung_ do _inside_
    pick one of _e1_ _e2_

_inside_ task:
    say 1019
    create foe _enemy1_ every 46 minutes indefinitely with 23% success
    create foe _enemy2_ every 35 minutes indefinitely with 11% success
    start timer _dungtime_

_notinside_ task:
    when not _inside_
    stop timer _dungtime_

_dungtime_ task:
    start task _victory_

_slain_ task:
    killed 3 _enemy1_
    killed 3 _enemy2_
    start task _victory_

variable _e1_
variable _victory_
_true_ task:
    when _victory_ and _e1_
    say 1020
    drop _friend_ face
    give pc _reward_
    end quest

variable _e2_
_trick_ task:
    when _victory_ and _e2_
    prompt 1021 yes _mercy_ no _kill_

_mercy_ task:
    say 1022
    give pc nothing
    end quest

_kill_ task:
    drop _friend_ face
    say 1023
    create foe _frenemy_ every 0 minutes 1 times with 100% success
    give item _reward_ to _frenemy_

_kill2_ task:
    killed _frenemy_
    make _reward_ permanent

_qgclicked_ task:
    clicked npc _questgiver_

_clearclick_ task:
    when _qgclicked_ and not _kill2_
    clear _qgclicked_ _clearclick_

_question_ task:
    when _qgclicked_ and _kill2_
    say 1025
    change repute with _fg_ by +3
    end quest
-+3 is intentional, not +2.

_timer_ task:
    end quest
The code's there properly:
_kill_ task:
drop _friend_ face
say 1023
create foe _frenemy_ every 0 minutes 1 times with 100% success
give item _reward_ to _frenemy_

_kill2_ task:
killed _frenemy_
make _reward_ permanent

User avatar
Ralzar
Posts: 2211
Joined: Mon Oct 07, 2019 4:11 pm
Location: Norway

Re: Magic Item disappears

Post by Ralzar »

Hm, will have to test this. It's just striking that I'm suddenly lacking my only two magic items. I didn't even notice until I went to the MG to have them identified and I didn't have anything to idenitfy.

Post Reply