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Hiveworkshop· WarCortez·· 9 小时前AI 评分0

Rexxar 风格地图穿越的任务过渡与效率探讨

Quest transition+efficiency

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Hiveworkshop 用户在 1.26 版本 Rexxar 风格地图穿越中探讨任务过渡与触发效率,借助字符串连接优化任务更新。跨图运行 Trader Quest Load 致 PoisonDoses 整数跳至 11,社区建议用 if/then/else 在数值大于等于 10 时将其设为 10。

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I thought I was well set but the quest transitions were missing from my Rexxar style map-crossing and they're a pain. I could probably make a very rudimentary version but I've tried looking it better ways and I've seen arrays as a solution. There is a whole lot of issue here but maybe finding a solution to the first quest's requirements, maybe I can grasp enough to fix the others.

The first quest is a "collect stuff" type that needs to reach 10. Based on what I've seen from extracted campaigns, that will need 10 triggers as the updates go because as far as I know, there is no shortcut to fire quest updates since they're texts. That's also the problem with the transition, even though it needs to quietly update the quest after map transition which kinda goes this (after I run it with another trigger):

I would think I could use some sort of array that checks PoisonDoses from 1 to 10 but since the description is a quest requirement, I'm not sure if there's a way to do a better. But perhaps someone with more quest and array experience can nudge me in the right direction.

Working with concatenated strings works well and saves a lot of copy pasting

1791674020330.webp

Working with concatenated strings works well and saves a lot of copy pasting

View attachment 619131

Is that a thing in 1.26 or just in the newer versions? I don't see it on my action list.

Can't say when they added it, although it was definitely there pre reforged

1791675880530.webp

If even this option isn't there then is 1.26 efficient at all lol

Can't say when they added it, although it was definitely there pre reforged

View attachment 619133

If even this option isn't there then is 1.26 efficient at all lol

So far I didn't need it. There are string options as I recall but not as their own separate thing as "string". Or I'm looking at the wrong place.

string.webp

Last edited: Sunday at 1:22 AM

You are looking in wrong place. It is not a standalone trigger action. It is a menu that open when you are setting a string as input to some trigger action. For example when setting message of 'Game - Display text' action or when setting value of string variable.

You are looking in wrong place. It is not a standalone trigger action. It is a menu that open when you are setting a string as input to some trigger action. For example when setting message of 'Game - Display text' action or when setting value of string variable.

Ah, I see now. I've never used this, so it takes a while (plus I'm not in mint condition mentally today).

Do I understand it right?

  • Trader Quest Load <---- loaded upon entering the map

yes, that looks alright

yes, that looks alright

Great, that makes my life a lot easier. Although

  • Quest - Display to (All players) the Quest Update message: |cffffcc00OPTIONAL ...

Is there a way to pull a trick like this with the display message? Or that one must have a trigger for every update?

Yes, you can do it for display message as well.

Yes, you can do it for display message as well.

How? It doesn't let me put multi paragraph text to the string.

I think using |n will work for new line.

I think using |n will work for new line.

The problem is the line placement as the second string that converts integer into text would not be placed to the correct area compared to simple "collect doses + (Integer)/10"

EDIT: something's not right. I tracked the poison integer with game text and when I cross maps, it jumps up to 11 for some reason. And it happens only the after first crossing.

After some testing, it turns out this causes it when I run "Trader Quest Load" upon entering the map.

  • Trader Quest Load

I don't know why though. It supposed to manipulate the description based on the integer, not affecting the integer itself.

Last edited: Sunday at 9:06 PM

You could add and if/then/else check to see if the PoisonDoses integer is more than or equal to 10 then set it to 10. And see if it goes beyond 10 afterwards.

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