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Selectable Quest Rewards
← Thread:User talk:Gardios/Selectable Quest Rewards/reply (3)
I've added Type and RewardItemChoice as new parameters. First is for the quest type (duh), seconds will display that you may pick one of the items in that list. If Type is set, the quest will display a quest type image in front of it (though most haven't been uploaded yet?). Full list of types is here, that should be everything. Type doesn't have a default value since I feel too many quests will display an improper type for now.
Quest list now also allows you to filter by quest type.
I don't really see the point for ObjectiveMonster? With items, you can look up their purpose if you have it and go "oh, okay, maybe I should keep those Cloth Scraps then," but that doesn't really work for monsters. You never look up a monster just to see what quests are associated to it.
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.
For Template:EpicQuest2, what do I do for quests which gives different item/item choice rewards depending on the character's class? Quests such as One Who Seals the Nightmare and Spirit King Zeluth's Interference currently has placeholder rewards such as Beginning of Your Adventure: (Player's Class Basic Weapon) and Vetala's: (Player's Class Basic Weapon), but once we add in those items, we obviously need to somehow link the item and quest pages together. Aside from just using RewardOther on the quest side and directly using Quest list|name on the item side, is there someway you can update EpicQuest2 to make it work with this?
Thanks so much. Sorry for always bothering you on templates XD but they are definitely drastically improving the quality of this wiki.
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...
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
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Return to Thread:User talk:Gardios/Selectable Quest Rewards/reply (8).
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.
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 |
|
That's how it looks like.