Quest Items + vnum limit

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Lerytha
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Quest Items + vnum limit

Post by Lerytha » Thu Aug 31, 2006 10:52 am

Hello. With 50 vnums, we get 50 items, I assume.

Now, what happens if in a quest in your area, you send the PC to an area like Shadowdale, to get a "box" or a "special scroll" or whatever. The item would have to be in that other area, so whose vnum limit does it count towards? Just a tad confused on this part of it.

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Kelemvor
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Post by Kelemvor » Thu Aug 31, 2006 10:55 am

You can avoid using up vnums by renaming limbo items as quest props, then only your reward would need one and that would presumably be in your area.
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Post by Zach » Thu Aug 31, 2006 10:56 am

I strongly believe it belongs to you. The items can be baught and sold anywhere but they are tied to your area

Tied in a non coded way... just the items you thought up of
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Post by Lerytha » Thu Aug 31, 2006 11:01 am

Ah, cool. Thanks! As another question... if I took (for example) "traveller's rations" from Limbo, and renamed them as "meaty stew", is that allowed?

(Sorry about these minor questions)
If you have knowledge, let others light their candles with it.

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Post by Zach » Thu Aug 31, 2006 11:08 am

i don't see why not w/ the rename... could rename a harty stew so it stays the same... some foods fill you up faster then others... *shrugs* not that you'd be eating it... that i am aware of...

all in all, i guess it could be renamed...
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Post by Kelemvor » Thu Aug 31, 2006 12:01 pm

Renaming objects is done via the quest code or a mob program. I suggested this as a way to save having to use up vnums for quest props. I would not suggest it as a way to create area items.

Renaming should only be done on a like for like basis.. size, material type, item type must all remain consistent.

So if travellers rations were made of material plant for example, you could not rename them to a meaty stew. Likewise, a tin hat could not be called a silver helm.

This is because you are only changing the name of the item, not what shows when an object is appraised, examined, identified or used.

See the builders lesson on spell pouches for examples of how a generic item is renamed. This is one instance of renames that are used in areas. Spell pouches have to be restrung by the mobs that sell them because their effects are hard coded in one item's vnum.
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Post by Dalvyn » Thu Aug 31, 2006 3:39 pm

1 - Items loaded by mobs during a quest (as opposed to items always loaded, as, for example, items sold in a shop) can come from any area. Now, for simplicity's sake, it's easier if all the items related to a quest are defined in the same area. So... it's better if you make this item in your area, in this case.

2 - Renaming an object from Limbo is fine... but it's not really the best solution, for the following reason: When, in a quest, an item must be given to a mob, we use a give_prog that triggers when the right item is given. How do we check if it's the right object? By its vnum. For example,

>give_prog i1661~

will trigger when an object vnum 1661 is given to the mob. Now, if you just rename an object "ration" from Limbo into "stew", any "ration", whether renamed or not, will work for the program, and PCs do not have to get it "the hard way" anymore. That's why it's better to use specially made items, in your area, for this kind of things.
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Lerytha
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Post by Lerytha » Thu Aug 31, 2006 4:10 pm

Ah. Okay. :) Thanks for the clarification on that.
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Post by Kregor » Thu Aug 31, 2006 4:49 pm

It is simpler to make it your own item. Although, if you were to build a quest to deliver say, a generic item from *this particular* shop, and it is a standard object in the game, it can be done, using the value5 of the object, but then life gets more complicated.

This is usually limited to being done on objects, though, that have another funtions in the game that you want to preserve (ie, you want feathers that come from *this particular* bird, but you still want the feathers to be useable in fletching, which requires the standard feather, for example)

In the end, it requires more progging work on both the giver and the receiver mobs, and should not be used as simply a way to stretch your vnums. Your vnums can be conserved in much more simple means, such as loading your innkeepers' resets with standard limbo food and drink, or your shopkeepers with a mixture of unique to your area items and mundane limbo items.
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Post by Lerytha » Sat Sep 02, 2006 12:05 pm

Right... thanks for all the replies so far. I'm just going to ask, this. When you are using OLC, I assume that putting "travellers rations" for example, into your area is a relatively simple thing. However, when you are doing it offline, how do we go about augmenting our own items with various limbo things like travellers rations?

I've looked in OBJECTS lessons, and have seen the "sample items". Would we just use them? Or do we just ask a helpful builder for the vnum of the original item, and slot that in?

Thanks in advance! (and sorry for stupid questions)

~Ol
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"This place is boring, I'm gonna go eat whatever I can find laying on the ground"

-- Hoildric

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Post by Japcil » Sat Sep 02, 2006 2:21 pm

You can use the listing of the vnums is the limbo area file that is posted in the help files: http://www.forgottenkingdoms.com/builde ... tslist.txt
To add the item to your area just put it in the reset section on a given mobile. (G 1 8032 200; Traveller's Ration in Jeremy's Outfitters) Note this reset goes under the mobile reset that will be selling the item.
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