[Release] script that rejects, if player havn't the quest menu

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  1. #1
    Exacute's Avatar Active Member
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    [Release] script that rejects, if player havn't the quest

    Hey guys
    Its been a while since i released anything (<- lazy bastard)
    Oh well, i've been making this small script, that checks if the player have completed, or is on a quest, usefull if you want something exclusive, like a place that players cant get to, without the quest completed, or its, like i've used it, to make the quartermaster unavaible until the quest is completed (i know it can be done by the gossip itself, but this's wayy more fancy ;D)

    The script is partly inspired by the dalaran guardians

    Edit the red, for the quest ID
    Edit the blue if you want other teleport coordinates (mapID, X, Y, Z)
    Edit the yellow if you want it to higher distance
    Edit the ligtgreen if you want another text, when players enters without having the quest, or having it completed, this will be broadcasted in yellow at the players screen, just before the player gets teleported
    Edit the white to change the NPC's ID (the one, whom checks wether not players on / done it)


    Enjoy and comment 6):

    Code:
    function GetTeam(Player)
       local FacQQ = Player
       if (FacQQ:HasFinishedQuest(87400) == true) then
          return 1
       elseif (FacQQ:CreatureHasQuest(87400) == true) then
          return 1
       elseif (FacQQ:HasFinishedQuest(87400) == false) then
          return 0
       end
    end
    end
    
    print "shieldGuards loaded"
    
    function MageGuard_OnSpawn (pUnit, Event)
    pUnit:SetCombatCapable(0)
    pUnit:RegisterEvent("MageGuard_Check", 1000, 0)
    end
    
    
    
    function MageGuard_Check (pUnit, Event)
    local plrs = pUnit:GetInRangePlayers()
    local plr = pUnit:GetClosestPlayer()
    	for k, v in pairs (plrs) do
    		if (pUnit:GetDistance(v) <= 25 or v:IsInBack(pUnit) == true) then
    			if (pUnit:GetEntry() == 28028) then
    				if (GetTeam(v) == 0) then
                                    plr:Teleport (0,-7676.068848, 1394.667725, 131.407776)
    				v:SendBroadcastMessage("You need to complete 'Reporting to Lietenant John' first!")
    				end
    			else
    				if (GetTeam(v) == 1) then
    				end
    			end
    		end
    	end
    end
    
    
    RegisterUnitEvent(28028, 18, "MageGuard_OnSpawn")
    RegisterUnitEvent(28028, 6, "MageGuard_OnSpawn")
    ~Exa out
    Last edited by Exacute; 11-21-2009 at 09:56 AM.
    [/COLOR]

    [Release] script that rejects, if player havn't the quest
  2. Thanks hackerlol (1 members gave Thanks to Exacute for this useful post)
  3. #2
    P1raten's Avatar Banned
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    GW. +rep x3

  4. #3
    Exacute's Avatar Active Member
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    Thanks mate, I just realised the title is wrong, its supposed to be "...if player havn't the quest"

    Also i forgot to highlight the NPC changing.. yeah this is really basic.. but am doing it of habbit's anyway

    ~Ex out
    Last edited by Exacute; 11-21-2009 at 09:37 AM.
    [/COLOR]

  5. #4
    Ground Zero's Avatar ★ Elder ★
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    Go to advanced edit and change the title yourself.

    Nice script otherwise. +Rep and Welcome to the MMOwned Shoutbox.
    Last edited by Ground Zero; 11-21-2009 at 10:07 AM.

  6. #5
    Exacute's Avatar Active Member
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    Haha thanks zero
    [/COLOR]

  7. #6
    Daimyo2704's Avatar Member
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    Looks quite neat, gj.

    thanks to P1raten

  8. #7
    svedin's Avatar Contributor
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    Good work like it
    +Rep X2

  9. #8
    Exacute's Avatar Active Member
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    /bow, thanks svedin 'n' wofl
    [/COLOR]

  10. #9
    Herleybob's Avatar Contributor
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    Could just have a variable so they can use the GetTeam Function more then once and have different quests.

    Edit the red for the quest ID
    Edit the blue if you want other teleport coordinates (mapID, X, Y, Z)
    Edit the yellow if you want it to higher distance
    Edit the lightgreen if you want another text, when players enters without having the quest, or having it completed, this will be broadcasted in yellow at the players screen, just before the player gets teleported
    Edit the purple to change the NPC's ID (the one, whom checks wether not players on / done it)


    Code:
    function GetTeam(Player, questID)
       local FacQQ = Player
       if (FacQQ:HasFinishedQuest(questID) == true) then
          return 1
       elseif (FacQQ:CreatureHasQuest(questID) == true) then
          return 1
       elseif (FacQQ:HasFinishedQuest(questID) == false) then
          return 0
       end
    end
    end
    
    print "shieldGuards loaded"
    
    function MageGuard_OnSpawn (pUnit, Event)
    pUnit:SetCombatCapable(0)
    pUnit:RegisterEvent("MageGuard_Check", 1000, 0)
    end
    
    
    
    function MageGuard_Check (pUnit, Event)
    local plrs = pUnit:GetInRangePlayers()
    local plr = pUnit:GetClosestPlayer()
        for k, v in pairs (plrs) do
            if (pUnit:GetDistance(v) <= 25 or v:IsInBack(pUnit) == true) then
                if (pUnit:GetEntry() == 28028) then
                    if (GetTeam(v, 87400) == 0) then
                                    plr:Teleport (0,-7676.068848, 1394.667725, 131.407776)
                    v:SendBroadcastMessage("You need to complete 'Reporting to Lietenant John' first!")
                    end
                else
                    if (GetTeam(v, 87400) == 1) then
                    end
                end
            end
        end
    end
    
    
    RegisterUnitEvent(28028, 18, "MageGuard_OnSpawn")
    RegisterUnitEvent(28028, 6, "MageGuard_OnSpawn")

    Nom Nom Nom :P

  11. #10
    Exacute's Avatar Active Member
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    Im sorry mate, wtf are you saying?
    [/COLOR]

  12. #11
    Herleybob's Avatar Contributor
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    Lol, i added another argument that allows you to use the GetTeam function with different quests. Ex: You have one area that you need to have quest:12345 done, and you have another area that you need quest 54321 done.

    GetTeam(v, 12345) <--- For the first one
    GetTeam(v, 54321) < --- For the second one.

    Nom Nom Nom :P

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