Windurst Mission 2-1: Lost for words
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Windurst Mission 2-1: Lost for words
I was going to put this in as a bug though the Bug Tracker, but someone else was having trouble with this mission, but they had gotten past the part I'm at, so figured I'd ask here if this is a bug or not.
I'm at the part in the Maze of Shakhrami where you examine the Fossil Rocks.
I've examined all the fossil rocks in the Maze multiplue times, zoned, reset client and reset server, nothing worked. I can't get the key item.
The other report mentioned that a quest was disturbing the mission.
I have these quests active if that might be the case:
Something Fishy, Creepy Crawlies, Twinstone Bonding, The All-New C-2000
Anyone else having this problem?
I'm at the part in the Maze of Shakhrami where you examine the Fossil Rocks.
I've examined all the fossil rocks in the Maze multiplue times, zoned, reset client and reset server, nothing worked. I can't get the key item.
The other report mentioned that a quest was disturbing the mission.
I have these quests active if that might be the case:
Something Fishy, Creepy Crawlies, Twinstone Bonding, The All-New C-2000
Anyone else having this problem?
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- Posts: 238
- Joined: Wed Sep 05, 2012 10:48 am
Re: Windurst Mission 2-1: Lost for words
I did this mission before.
Although I haven't done all those quests listed.
Did you search all the fossil rock locations? All of the fossil rocks aren't located in the same room, or even on the same map.
Although I haven't done all those quests listed.
Did you search all the fossil rock locations? All of the fossil rocks aren't located in the same room, or even on the same map.
Re: Windurst Mission 2-1: Lost for words
Yeah, all over the place, the 3 in the back and more than I had markers for. But only on the second map, didn't see any on the first map.
Re: Windurst Mission 2-1: Lost for words
Alright, figured in out. This is a bug, I'll report it to the bug tracker, but I'm still not sure how other people got further than me with this.
The Fossil_Rock.lua file was not giving a wide enough coordinate. The .lue file said there were spossed to be 2 fossil rocks within the coordinate, but there was only 1. So I expanded it, and got the Lapis Coral right afterward!
This is the Fossil_Rock.lua file:
The original Line:
if(xPos <= 22 and xPos >= 14 and yPos <= 20 and yPos >= 18 and zPos <= 189 and zPos >= 179) then -- there are two fossil rocks this ensures the right one is hit
Very narrow, when I use the @where command only 1 fossil rock was in these parameters.
if(xPos <= 46 and xPos >= 14 and yPos <= 20 and yPos >= 18 and zPos <= 212 and zPos >= 179) then -- there are two fossil rocks this ensures the right one is hit
This is what I changed it to, but if I try to examine it again I don't get the "FOSSIL_EXTRACTED" message.
The Fossil_Rock.lua file was not giving a wide enough coordinate. The .lue file said there were spossed to be 2 fossil rocks within the coordinate, but there was only 1. So I expanded it, and got the Lapis Coral right afterward!
This is the Fossil_Rock.lua file:
Code: Select all
-----------------------------------
-- Area: Maze of Shakhrami
-- NPC: Fossil Rock
-- Used in Mission: Windurst Mission 2-1
-- @pos 17 18 184 198 + <many pos>
-----------------------------------
package.loaded["scripts/zones/Maze_of_Shakhrami/TextIDs"] = nil;
-----------------------------------
require("scripts/globals/settings");
require("scripts/globals/missions");
require("scripts/globals/quests");
require("scripts/zones/Maze_of_Shakhrami/TextIDs");
-----------------------------------
-- onTrade Action
-----------------------------------
function onTrade(player,npc,trade)
end;
-----------------------------------
-- onTrigger Action
-----------------------------------
function onTrigger(player,npc)
local xPos = player:getXPos();
local yPos = player:getYPos();
local zPos = player:getZPos();
if(player:getCurrentMission(WINDURST) == LOST_FOR_WORDS) then
MissionStatus = player:getVar("MissionStatus");
if(MissionStatus >= 2) then
if(xPos <= 22 and xPos >= 14 and yPos <= 20 and yPos >= 18 and zPos <= 189 and zPos >= 179) then -- there are two fossil rocks this ensures the right one is hit
-- Get the value of the randomly selected fossil
random_value = player:getVar("MissionStatus_randfoss");
npc_id = npc:getID();
if(npc_id == random_value) then
if(MissionStatus == 2) then
player:setVar("MissionStatus",3);
player:setVar("MissionStatus_randfoss",0);
player:addKeyItem(LAPIS_CORAL);
player:messageSpecial(KEYITEM_OBTAINED,LAPIS_CORAL);
else
-- Already removed the fossil
player:messageSpecial(FOSSIL_EXTRACTED);
end
else
player:messageSpecial(NOTHING_FOSSIL);
end
end
end
elseif(player:getQuestStatus(WINDURST,BLAST_FROM_THE_PAST) == QUEST_ACCEPTED and GetMobAction(17588225) == 0 and player:hasItem(16511) == false) then
if(xPos <= -88 and xPos >= -94 and yPos <= 17 and yPos >= 14 and zPos <= -99 and zPos >= -109) then
SpawnMob(17588225);
end
end
end;
-----------------------------------
-- onEventUpdate
-----------------------------------
function onEventUpdate(player,csid,option)
--printf("CSID: %u",csid);
--printf("RESULT: %u",option);
end;
-----------------------------------
-- onEventFinish
-----------------------------------
function onEventFinish(player,csid,option)
--printf("CSID: %u",csid);
--printf("RESULT: %u",option);
end;
The original Line:
if(xPos <= 22 and xPos >= 14 and yPos <= 20 and yPos >= 18 and zPos <= 189 and zPos >= 179) then -- there are two fossil rocks this ensures the right one is hit
Very narrow, when I use the @where command only 1 fossil rock was in these parameters.
if(xPos <= 46 and xPos >= 14 and yPos <= 20 and yPos >= 18 and zPos <= 212 and zPos >= 179) then -- there are two fossil rocks this ensures the right one is hit
This is what I changed it to, but if I try to examine it again I don't get the "FOSSIL_EXTRACTED" message.
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- Developer
- Posts: 539
- Joined: Sun Jul 22, 2012 12:17 am
Re: Windurst Mission 2-1: Lost for words
I'm puzzled as to why the coordinates are necessary at all. Isn't it safe to assume that you're within whatever range is necessary if you're within speaking range of the required NPC?
Test Server: Hanekawa | Fantasy World: Naito
An occasionally updated list of what works
Bugs reports go here. | Project chat here.
Things I've found, but don't plan to work on.
An occasionally updated list of what works
Bugs reports go here. | Project chat here.
Things I've found, but don't plan to work on.
-
- Developer
- Posts: 707
- Joined: Sun Jul 22, 2012 12:11 am
Re: Windurst Mission 2-1: Lost for words
There is a fossil rock that isn't part of the quest at all (but shares the same script) that is used to spawn a NM. That check ensures that that rock doesn't respond as though it were part of the quest.
Re: Windurst Mission 2-1: Lost for words
my server has problems with windy mission 2-1 also.
players talk with all the rocks and did the mission order right.
hte fossil is not giving the lapris coral.
i changed the lua to what you have here but still players can get the keyitem they need to complete the mission.
i checked the bugreport but it isnt solved there either.
can any body of the developers help or put the lua of the darkstar test server up here if its working there.
players can get past mission 2-1 now so thats a real problem.
so i hope that somebody can put a working lua up here so i can change it.
the fossil rocks are double checkted by my gm's so i know it doesnt work now.
i really hope somebody can post the good lua or a way to fix this problem.
greetings michael
players talk with all the rocks and did the mission order right.
hte fossil is not giving the lapris coral.
i changed the lua to what you have here but still players can get the keyitem they need to complete the mission.
i checked the bugreport but it isnt solved there either.
can any body of the developers help or put the lua of the darkstar test server up here if its working there.
players can get past mission 2-1 now so thats a real problem.
so i hope that somebody can put a working lua up here so i can change it.
the fossil rocks are double checkted by my gm's so i know it doesnt work now.
i really hope somebody can post the good lua or a way to fix this problem.
greetings michael
Owner/GMLeader mvd1987/michaelvandun Fantasy World International Server
Re: Windurst Mission 2-1: Lost for words
I have made a back up of this lua before I changed anything before. If I remember, after spending 45 min testing all (there's 6 total fossil rock I think 4 +2 in another map) so I mess around with the Fossil_Rock.lua and got tired so what I changed it to was the following:
if(MissionStatus >= 2) then
if(xPos <= 22 and xPos >= 14 and yPos <= 20 and yPos >= 18 and zPos <= 189 and zPos >= 179) then
to this:
if(MissionStatus >= 2) then
if(xPos <= 22 or xPos >= 14 and yPos <= 20 or yPos >= 18 and zPos <= 189 or zPos >= 179) then
one of the fossil should give you your keyitem.
This is all I could remember doing but it's been since r2002 I think so good luck to you.
if(MissionStatus >= 2) then
if(xPos <= 22 and xPos >= 14 and yPos <= 20 and yPos >= 18 and zPos <= 189 and zPos >= 179) then
to this:
if(MissionStatus >= 2) then
if(xPos <= 22 or xPos >= 14 and yPos <= 20 or yPos >= 18 and zPos <= 189 or zPos >= 179) then
one of the fossil should give you your keyitem.
This is all I could remember doing but it's been since r2002 I think so good luck to you.
Re: Windurst Mission 2-1: Lost for words
I fixed it in r2014, it's much more elegant than checking x,y,z positions.
-- Whasf
Re: Windurst Mission 2-1: Lost for words
Sorry for being slightly off topic, but how exactly do I update to the latest version? Do I just run the updater, that can be found in the download section?
What happens with files that I've manually edited? Is there an easy way to back everything up in case something goes wrong?
What happens with files that I've manually edited? Is there an easy way to back everything up in case something goes wrong?