Destroy Bandit Lair Quest

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sepanol

Recruit
I have a really frustrating problem.

I added a new forest bandit lair template in ordeer to have an extra bandit camp on map. I created new forest bandits to use in the template, basically i did everythng to make it work.

Now i see the new bandit camp on map, and then i talk to the Lord to get the quest to destroy the camp. But when i talk to him,the last conversation window get stuck, i cant get back to world map as much as i click on the window.

I added new bandit lair to mission templates too
But i dont understand where is the problem?
 
You'll notice that there are specific dialogs for each lair, like so
插入代码块:
  [anyone,"destroy_lair_quest_brief", [
     (eq,"$random_quest_no", "qst_destroy_bandit_lair"),
	 (quest_get_slot, ":bandit_lair", "qst_destroy_bandit_lair", slot_quest_target_party),
	 (party_get_template_id, ":bandit_type", ":bandit_lair"),
	 (eq, ":bandit_type", "pt_forest_bandit_lair"),
	 ],
	"Bandits such as these will usually set up their encampments deep in the woods, sometimes in the middle of a swamp. The best way to discover its location would be to find a group of forest bandits who appear to be heading back to their base to resupply, and follow them.", "merchant_quest_track_bandit_lair_choice",
   []],
Therefore, you should add an additional dialog to provide a description of your new lair, or add (this_or_next|eq, ":bandit_type", "pt_forest_bandit_lair_2"), or whatever your new template is called to the code snippet after fetching the template id.
 
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