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Selectable Quest Rewards

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I'll upload the Quest Type images once I find them. Thanks for adding those 2 fields, they will definitely be useful. And I guess ObjectiveMonster doesn't matter too much then, no problem.

14:55, 3 April 2016

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Return to Thread:User talk:Gardios/Selectable Quest Rewards/reply (5).

How do you suggest it should be done? Just listing them all in either "RewardItem" (or "RewardItemChoice" if you get to pick between different stuff as different classes) depending on the quest and then saying something like "rewarded item depends on the player character's class" should work right now. It's not the most elegant solution, but I can't really think of something good myself without bloating the EpicQuest2 template much further...

Gardios (talk)17:29, 11 April 2016

Is there any way we can use Template:Tabs within RewardItem/Choice? Or at least have some sort of interaction similar to having Tabs, while still be able to have RewardItem/Choice sense the item(s) as item rewards? Because that's how I'd do it if it was just being displayed in RewardOther, where I'd have a tab for each class, similar to how I did Basic Training. Or else we'd need some sort of additional optional parameter behind each item? I don't know.

But yeah, if it's too complicated I could just dump them all in RewardItem/Choice in the mean time and add that Note as you suggested...just that it's going to bother the crap out of me cuz I'm pretty OC about these things lol

02:19, 12 April 2016

Displaying the stuff isn't the problem (that's the easiest part), the question is how it should be written down in the EpicQuest2 template.

Let me change my question: Let's say you want to add a quest. It has the following rewards:

  • 1 Clear Cube Fragments
  • The choice between 1 Blue Cube Fragment or 1 Red Cube Fragment
  • If you are a Priest, you also get 1 White Cube Fragment
  • If you are a Thief, you also get 1 Black Cube Fragment
  • If you are a Priest, you also have the choice between 1 Onyx or 1 Obsidian
  • If you are a Thief, you also have the choice between 1 Aquamarine or 1 Diamond

What do you propose the notation for this should be in the EpicQuest2 template?

Gardios (talk)19:52, 15 April 2016

It seems that you already have some similar syntax with Equipment infobox with the skills, so I guess we can follow suit? We'll either have new fields named RewardClassItem and RewardClassItemChoice, or we can use the existing RewardItem and RewardItemChoice and have the default syntax of (number) (item name) separated with semicolon work the same way. Either way, the new syntax I guess can be something along the lines of (class name) (comma) (number) (item name) or something similar?

Then basically if we're using the existing RewardItem and RewardItemChoice fields, if an entry has no comma, then it acts as it does right now, whereas if there's a class name and a comma it shows it specifically for the class.

Or if we're gonna have 2 new fields named RewardClassItem and RewardClassItemChoice, then the syntax can just be anything along the lines similar to "single skill bonus" and such on Equipment infobox.

00:10, 16 April 2016

Wow, super late.

You can use ConditionalRewardItem and ConditionalRewardItemChoice now for rewards that have a condition. Rewards will be displayed in up three columns since the tab implementation we have right now has an upper limit (which we easily break with the number of playable classes right now...).

{{EpicQuest2
|RewardItem = 1 Clear Cube Fragment
|RewardItemChoice = 1 Blue Cube Fragment; 1 Red Cube Fragment 
|ConditionalRewardItem = Priest::1 White Cube Fragment; Thief::1 Black Cube Fragment
|ConditionalRewardItemChoice = Priest::1 Onyx; Priest::1 Obsidian; Thief::1 Aquamarine; Thief::1 Diamond
}}
Level Unknown
Quest Giver Unknown
Objectives Unknown
Rewards
  • Choice of one of the following:
  • Items rewarded based on condition:
Priest Thief

  • Choice of one of the following based on condition:
Priest Thief

That's how it looks like.

Gardios (talk)18:14, 6 May 2016

Okay, thanks for your work once again. I'll try to implement this on one of the quests soon to see how it turns out.

01:00, 7 May 2016