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    Ajuda Sistema de Quest

    rockdeath
    rockdeath
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    Ajuda Sistema de Quest Empty Ajuda Sistema de Quest

    Mensagem por rockdeath Dom Mar 15, 2015 6:15 pm

    Yo Galera estou com um pequeno problema no sistema de quest q vi nesse tutorial https://www.aldeiarpg.com/t4366-sistema-de-quest?highlight=quest eu fiz tudo certo so que na hora de compilar da o seguinte erro User-Defined type not defined ja coloquei o



    Public Const MAX_QUESTS As Byte = 70


    em baixo de



    Public Const MAX_PARTY_MEMBERS As Long = 4



    mas nao resolveu em nada o erro aponta para o seguinte codigo 


    PlayerQuest(1 To MAX_QUESTS) As PlayerQuestRec


    ja tentei de tudo mas nao consegui resolver alguem pode me ajudar?

    Imagem do erro :

    https://i.imgur.com/R3tUp2T.png
    DragonicK
    DragonicK
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    Ajuda Sistema de Quest Empty Re: Ajuda Sistema de Quest

    Mensagem por DragonicK Dom Mar 15, 2015 9:40 pm

    PlayerQuestRec não existe no servidor
    Profane ~
    Profane ~
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    Ajuda Sistema de Quest Empty Re: Ajuda Sistema de Quest

    Mensagem por Profane ~ Dom Mar 15, 2015 10:09 pm

    Kkkk... RockDeath. Creio que seja isso :

    1. Adicione um Novo Modulo em seu Projeto. Coloque o nome de : modSvQuests

    2. Cole isso aqui dentro dele :

    Código:
    '/////////////////////////////////////////////////////////////////////
    '///////////////// QUEST SYSTEM - Developed by Alatar ////////////////
    '/////////////////////////////////////////////////////////////////////
    Option Explicit
    Private Declare Sub ZeroMemory Lib "Kernel32.dll" Alias "RtlZeroMemory" (Destination As Any, ByVal Length As Long)

    'Constants
    Public Const MAX_TASKS As Byte = 10
    Public Const MAX_QUESTS As Byte = 70
    Public Const MAX_QUESTS_ITEMS As Byte = 10 'Alatar v1.2

    Public Const QUEST_TYPE_GOSLAY As Byte = 1
    Public Const QUEST_TYPE_GOGATHER As Byte = 2
    Public Const QUEST_TYPE_GOTALK As Byte = 3
    Public Const QUEST_TYPE_GOREACH As Byte = 4
    Public Const QUEST_TYPE_GOGIVE As Byte = 5
    Public Const QUEST_TYPE_GOKILL As Byte = 6
    Public Const QUEST_TYPE_GOTRAIN As Byte = 7
    Public Const QUEST_TYPE_GOGET As Byte = 8
    Public Const QUEST_TYPE_GOGETFROMEVENT As Byte = 9

    Public Const QUEST_NOT_STARTED As Byte = 0
    Public Const QUEST_STARTED As Byte = 1
    Public Const QUEST_COMPLETED As Byte = 2
    Public Const QUEST_COMPLETED_BUT As Byte = 3

    'Types
    Public Quest(1 To MAX_QUESTS) As QuestRec

    Public Type PlayerQuestRec
        Status As Long
        ActualTask As Long
        CurrentCount As Long 'Used to handle the Amount property
    End Type

    'Alatar v1.2
    Private Type QuestRequiredItemRec
        Item As Long
        Value As Long
    End Type

    Private Type QuestGiveItemRec
        Item As Long
        Value As Long
    End Type

    Private Type QuestTakeItemRec
        Item As Long
        Value As Long
    End Type

    Private Type QuestRewardItemRec
        Item As Long
        Value As Long
    End Type
    '/Alatar v1.2

    Public Type TaskRec
        Order As Long
        NPC As Long
        Item As Long
        Map As Long
        Resource As Long
        Amount As Long
        Speech As String * 300
        TaskLog As String * 300
        QuestEnd As Boolean
        Event As Long
    End Type

    Public Type QuestRec
        'Alatar v1.2
        Name As String * 30
        Repeat As Long
        QuestLog As String * 300
        Speech(1 To 3) As String * 300
        GiveItem(1 To MAX_QUESTS_ITEMS) As QuestGiveItemRec
        TakeItem(1 To MAX_QUESTS_ITEMS) As QuestTakeItemRec
       
        RequiredLevel As Long
        RequiredQuest As Long
        RequiredClass(1 To 5) As Long
        RequiredItem(1 To MAX_QUESTS_ITEMS) As QuestRequiredItemRec
       
        RewardExp As Long
        RewardItem(1 To MAX_QUESTS_ITEMS) As QuestRewardItemRec
       
        Task(1 To MAX_TASKS) As TaskRec
        '/Alatar v1.2
       
        '/escfoe2 :p
        Skill As Long
        SkillExp As Long
     
    End Type

    ' //////////////
    ' // DATABASE //
    ' //////////////

    Sub SaveQuests()
        Dim i As Long
        For i = 1 To MAX_QUESTS
            Call SaveQuest(i)
        Next
    End Sub

    Sub SaveQuest(ByVal QuestNum As Long)
        Dim filename As String
        Dim F As Long, i As Long
        filename = App.Path & "\data\quests\quest" & QuestNum & ".dat"
        F = FreeFile
        Open filename For Binary As #F
            'Alatar v1.2
            Put #F, , Quest(QuestNum).Name
            Put #F, , Quest(QuestNum).Repeat
            Put #F, , Quest(QuestNum).QuestLog
            For i = 1 To 3
                Put #F, , Quest(QuestNum).Speech(i)
            Next
            For i = 1 To MAX_QUESTS_ITEMS
                Put #F, , Quest(QuestNum).GiveItem(i)
            Next
            For i = 1 To MAX_QUESTS_ITEMS
                Put #F, , Quest(QuestNum).TakeItem(i)
            Next
            Put #F, , Quest(QuestNum).RequiredLevel
            Put #F, , Quest(QuestNum).RequiredQuest
            For i = 1 To 5
                Put #F, , Quest(QuestNum).RequiredClass(i)
            Next
            For i = 1 To MAX_QUESTS_ITEMS
                Put #F, , Quest(QuestNum).RequiredItem(i)
            Next
            Put #F, , Quest(QuestNum).RewardExp
            For i = 1 To MAX_QUESTS_ITEMS
                Put #F, , Quest(QuestNum).RewardItem(i)
            Next
            For i = 1 To MAX_TASKS
                Put #F, , Quest(QuestNum).Task(i)
            Next
            '/Alatar v1.2
        Close #F
    End Sub

    Sub LoadQuests()
        Dim filename As String
        Dim i As Integer
        Dim F As Long, n As Long
        Dim sLen As Long
       
        Call CheckQuests

        For i = 1 To MAX_QUESTS
            filename = App.Path & "\data\quests\quest" & i & ".dat"
            F = FreeFile
            Open filename For Binary As #F
           
            'Alatar v1.2
            Get #F, , Quest(i).Name
            Get #F, , Quest(i).Repeat
            Get #F, , Quest(i).QuestLog
            For n = 1 To 3
                Get #F, , Quest(i).Speech(n)
            Next
            For n = 1 To MAX_QUESTS_ITEMS
                Get #F, , Quest(i).GiveItem(n)
            Next
            For n = 1 To MAX_QUESTS_ITEMS
                Get #F, , Quest(i).TakeItem(n)
            Next
            Get #F, , Quest(i).RequiredLevel
            Get #F, , Quest(i).RequiredQuest
            For n = 1 To 5
                Get #F, , Quest(i).RequiredClass(n)
            Next
            For n = 1 To MAX_QUESTS_ITEMS
                Get #F, , Quest(i).RequiredItem(n)
            Next
            Get #F, , Quest(i).RewardExp
            For n = 1 To MAX_QUESTS_ITEMS
                Get #F, , Quest(i).RewardItem(n)
            Next
            For n = 1 To MAX_TASKS
                Get #F, , Quest(i).Task(n)
            Next
            '/Alatar v1.2
            Close #F
        Next
    End Sub

    Sub CheckQuests()
        Dim i As Long
        For i = 1 To MAX_QUESTS
            If Not FileExist("\Data\quests\quest" & i & ".dat") Then
                Call SaveQuest(i)
            End If
        Next
    End Sub

    Sub ClearQuest(ByVal index As Long)
        Call ZeroMemory(ByVal VarPtr(Quest(index)), LenB(Quest(index)))
        Quest(index).Name = vbNullString
        Quest(index).QuestLog = vbNullString
    End Sub

    Sub ClearQuests()
        Dim i As Long

        For i = 1 To MAX_QUESTS
            Call ClearQuest(i)
        Next
    End Sub

    ' ////////////////////
    ' // C&S PROCEDURES //
    ' ////////////////////

    Sub SendQuests(ByVal index As Long)
        Dim i As Long

        For i = 1 To MAX_QUESTS
            If LenB(Trim$(Quest(i).Name)) > 0 Then
                Call SendUpdateQuestTo(index, i)
            End If
        Next
    End Sub

    Sub SendUpdateQuestToAll(ByVal QuestNum As Long)
        Dim packet As String
        Dim buffer As clsBuffer
        Dim QuestSize As Long
        Dim QuestData() As Byte
        Set buffer = New clsBuffer
        QuestSize = LenB(Quest(QuestNum))
        ReDim QuestData(QuestSize - 1)
        CopyMemory QuestData(0), ByVal VarPtr(Quest(QuestNum)), QuestSize
        buffer.WriteLong SUpdateQuest
        buffer.WriteLong QuestNum
        buffer.WriteBytes QuestData
        SendDataToAll buffer.ToArray()
        Set buffer = Nothing
    End Sub

    Sub SendUpdateQuestTo(ByVal index As Long, ByVal QuestNum As Long)
        Dim packet As String
        Dim buffer As clsBuffer
        Dim QuestSize As Long
        Dim QuestData() As Byte
        Set buffer = New clsBuffer
        QuestSize = LenB(Quest(QuestNum))
        ReDim QuestData(QuestSize - 1)
        CopyMemory QuestData(0), ByVal VarPtr(Quest(QuestNum)), QuestSize
        buffer.WriteLong SUpdateQuest
        buffer.WriteLong QuestNum
        buffer.WriteBytes QuestData
        SendDataTo index, buffer.ToArray()
        Set buffer = Nothing
    End Sub

    Public Sub SendPlayerQuests(ByVal index As Long)
        Dim i As Long
        Dim buffer As clsBuffer

        Set buffer = New clsBuffer
        buffer.WriteLong SPlayerQuest
            For i = 1 To MAX_QUESTS
                buffer.WriteLong Player(index).PlayerQuest(i).Status
                buffer.WriteLong Player(index).PlayerQuest(i).ActualTask
                buffer.WriteLong Player(index).PlayerQuest(i).CurrentCount
            Next
        SendDataTo index, buffer.ToArray()
        Set buffer = Nothing

    End Sub

    Public Sub SendPlayerQuest(ByVal index As Long, ByVal QuestNum As Long)
        Dim buffer As clsBuffer

        Set buffer = New clsBuffer
        buffer.WriteLong SPlayerQuest
        buffer.WriteLong Player(index).PlayerQuest(QuestNum).Status
        buffer.WriteLong Player(index).PlayerQuest(QuestNum).ActualTask
        buffer.WriteLong Player(index).PlayerQuest(QuestNum).CurrentCount
        SendDataTo index, buffer.ToArray()
        Set buffer = Nothing
    End Sub

    'sends a message to the client that is shown on the screen
    Public Sub QuestMessage(ByVal index As Long, ByVal QuestNum As Long, ByVal message As String, ByVal QuestNumForStart As Long)
        Dim buffer As clsBuffer
        Set buffer = New clsBuffer
       
        buffer.WriteLong SQuestMessage
        buffer.WriteLong QuestNum
        buffer.WriteString Trim$(message)
        buffer.WriteLong QuestNumForStart
        SendDataTo index, buffer.ToArray()
        Set buffer = Nothing
       
    End Sub

    ' ///////////////
    ' // Functions //
    ' ///////////////

    Public Function CanStartQuest(ByVal index As Long, ByVal QuestNum As Long) As Boolean
        Dim i As Long, n As Long
        CanStartQuest = False
        If QuestNum < 1 Or QuestNum > MAX_QUESTS Then Exit Function
        If QuestInProgress(index, QuestNum) Then Exit Function
       
        'check if now a completed quest can be repeated
        If Player(index).PlayerQuest(QuestNum).Status = QUEST_COMPLETED Then
            If Quest(QuestNum).Repeat = YES Then
                Player(index).PlayerQuest(QuestNum).Status = QUEST_COMPLETED_BUT
                Exit Function
            End If
        End If
       
        'Check if player has the quest 0 (not started) or 3 (completed but it can be started again)
        If Player(index).PlayerQuest(QuestNum).Status = QUEST_NOT_STARTED Or Player(index).PlayerQuest(QuestNum).Status = QUEST_COMPLETED_BUT Then
            'Check if player's level is right
            If Quest(QuestNum).RequiredLevel <= Player(index).Level Then
               
                'Check if item is needed
                For i = 1 To MAX_QUESTS_ITEMS
                    If Quest(QuestNum).RequiredItem(i).Item > 0 Then
                        'if we don't have it at all then
                        If HasItem(index, Quest(QuestNum).RequiredItem(i).Item) = 0 Then
                            PlayerMsg index, "Você Precisa de " & CheckGrammar(Trim$(Item(Quest(QuestNum).RequiredItem(i).Item).Name), 0) & " para Começar a Quest.", BrightRed
                            Exit Function
                        End If
                    End If
                Next
               
                'Check if previous quest is needed
                If Quest(QuestNum).RequiredQuest > 0 And Quest(QuestNum).RequiredQuest <= MAX_QUESTS Then
                    If Player(index).PlayerQuest(Quest(QuestNum).RequiredQuest).Status = QUEST_NOT_STARTED Or Player(index).PlayerQuest(Quest(QuestNum).RequiredQuest).Status = QUEST_STARTED Then
                        PlayerMsg index, "Você antes precisa ter terminado a  " & Trim$(Quest(Quest(QuestNum).RequiredQuest).Name) & " para poder começar esta Quest.", BrightRed
                        Exit Function
                    End If
                End If
                'Go on :)
                CanStartQuest = True
            Else
                PlayerMsg index, "Você precisa estar Level " & Quest(QuestNum).RequiredLevel & " para pegar esta Quest..", BrightRed
            End If
        Else
            PlayerMsg index, "Você não pode repetir essa Quest!", BrightRed
        End If
    End Function

    Public Function CanEndQuest(ByVal index As Long, QuestNum As Long) As Boolean
        CanEndQuest = False
        If Quest(QuestNum).Task(Player(index).PlayerQuest(QuestNum).ActualTask).QuestEnd = True Then
            CanEndQuest = True
        End If
    End Function

    'Tells if the quest is in progress or not
    Public Function QuestInProgress(ByVal index As Long, ByVal QuestNum As Long) As Boolean
        QuestInProgress = False
        If QuestNum < 1 Or QuestNum > MAX_QUESTS Then Exit Function
       
        If Player(index).PlayerQuest(QuestNum).Status = QUEST_STARTED Then
            QuestInProgress = True
        End If
    End Function

    Public Function QuestCompleted(ByVal index As Long, ByVal QuestNum As Long) As Boolean
        QuestCompleted = False
        If QuestNum < 1 Or QuestNum > MAX_QUESTS Then Exit Function
       
        If Player(index).PlayerQuest(QuestNum).Status = QUEST_COMPLETED Or Player(index).PlayerQuest(QuestNum).Status = QUEST_COMPLETED_BUT Then
            QuestCompleted = True
        End If
    End Function

    'Gets the quest reference num (id) from the quest name (it shall be unique)
    Public Function GetQuestNum(ByVal QuestName As String) As Long
        Dim i As Long
        GetQuestNum = 0
       
        For i = 1 To MAX_QUESTS
            If Trim$(Quest(i).Name) = Trim$(QuestName) Then
                GetQuestNum = i
                Exit For
            End If
        Next
    End Function

    Public Function GetItemNum(ByVal ItemName As String) As Long
        Dim i As Long
        GetItemNum = 0
       
        For i = 1 To MAX_ITEMS
            If Trim$(Item(i).Name) = Trim$(ItemName) Then
                GetItemNum = i
                Exit For
            End If
        Next
    End Function

    ' /////////////////////
    ' // General Purpose //
    ' /////////////////////

    Public Sub CheckTasks(ByVal index As Long, ByVal TaskType As Long, ByVal TargetIndex As Long)
        Dim i As Long
       
        For i = 1 To MAX_QUESTS
            If QuestInProgress(index, i) Then
                If TaskType = Quest(i).Task(Player(index).PlayerQuest(i).ActualTask).Order Then
                    Call CheckTask(index, i, TaskType, TargetIndex)
                End If
            End If
        Next
    End Sub

    Public Sub CheckTask(ByVal index As Long, ByVal QuestNum As Long, ByVal TaskType As Long, ByVal TargetIndex As Long)
        Dim ActualTask As Long, i As Long
        ActualTask = Player(index).PlayerQuest(QuestNum).ActualTask
       
        Select Case TaskType
            Case QUEST_TYPE_GOSLAY 'Kill X amount of X npc's.
           
                'is npc's defeated id is the same as the npc i have to kill?
                If TargetIndex = Quest(QuestNum).Task(ActualTask).NPC Then
                    'Count +1
                    Player(index).PlayerQuest(QuestNum).CurrentCount = Player(index).PlayerQuest(QuestNum).CurrentCount + 1
                    'show msg
                    PlayerMsg index, "Quest: " + Trim$(Quest(QuestNum).Name) + " - " + Trim$(Player(index).PlayerQuest(QuestNum).CurrentCount) + "/" + Trim$(Quest(QuestNum).Task(ActualTask).Amount) + " " + Trim$(NPC(TargetIndex).Name) + " Mortos.", Yellow
                    'did i finish the work?
                    If Player(index).PlayerQuest(QuestNum).CurrentCount >= Quest(QuestNum).Task(ActualTask).Amount Then
                        QuestMessage index, QuestNum, "Objetivo Completado", 0
                        'is the quest's end?
                        If CanEndQuest(index, QuestNum) Then
                            EndQuest index, QuestNum
                        Else
                            'otherwise continue to the next task
                            Player(index).PlayerQuest(QuestNum).CurrentCount = 0
                            Player(index).PlayerQuest(QuestNum).ActualTask = ActualTask + 1
                        End If
                    End If
                End If
                           
            Case QUEST_TYPE_GOGATHER 'Gather X amount of X item.
                If TargetIndex = Quest(QuestNum).Task(ActualTask).Item Then
                   
                    'reset the count first
                    Player(index).PlayerQuest(QuestNum).CurrentCount = 0
                   
                    'Check inventory for the items
                    For i = 1 To MAX_INV
                        If GetPlayerInvItemNum(index, i) = TargetIndex Then
                            If Item(i).Type = ITEM_TYPE_CURRENCY Then
                                Player(index).PlayerQuest(QuestNum).CurrentCount = GetPlayerInvItemValue(index, i)
                            Else
                                'If is the correct item add it to the count
                                Player(index).PlayerQuest(QuestNum).CurrentCount = Player(index).PlayerQuest(QuestNum).CurrentCount + 1
                            End If
                        End If
                    Next
                   
                    PlayerMsg index, "Quest: " + Trim$(Quest(QuestNum).Name) + " - Você tem " + Trim$(Player(index).PlayerQuest(QuestNum).CurrentCount) + "/" + Trim$(Quest(QuestNum).Task(ActualTask).Amount) + " " + Trim$(Item(TargetIndex).Name), Yellow
                   
                    If Player(index).PlayerQuest(QuestNum).CurrentCount >= Quest(QuestNum).Task(ActualTask).Amount Then
                        QuestMessage index, QuestNum, "Objetivo Completado", 0
                        If CanEndQuest(index, QuestNum) Then
                            EndQuest index, QuestNum
                        Else
                            Player(index).PlayerQuest(QuestNum).CurrentCount = 0
                            Player(index).PlayerQuest(QuestNum).ActualTask = ActualTask + 1
                        End If
                    End If
                End If
               
            Case QUEST_TYPE_GOTALK 'Interact with X npc.
                If TargetIndex = Quest(QuestNum).Task(ActualTask).NPC Then
                    QuestMessage index, QuestNum, Quest(QuestNum).Task(ActualTask).Speech, 0
                    If CanEndQuest(index, QuestNum) Then
                        EndQuest index, QuestNum
                    Else
                        Player(index).PlayerQuest(QuestNum).ActualTask = ActualTask + 1
                    End If
                End If
           
            Case QUEST_TYPE_GOREACH 'Reach X map.
                If TargetIndex = Quest(QuestNum).Task(ActualTask).Map Then
                    QuestMessage index, QuestNum, "Objetivo Completado", 0
                    If CanEndQuest(index, QuestNum) Then
                        EndQuest index, QuestNum
                    Else
                        Player(index).PlayerQuest(QuestNum).ActualTask = ActualTask + 1
                    End If
                End If
           
            Case QUEST_TYPE_GOGIVE 'Give X amount of X item to X npc.
                If TargetIndex = Quest(QuestNum).Task(ActualTask).NPC Then
                   
                    Player(index).PlayerQuest(QuestNum).CurrentCount = 0
                   
                    For i = 1 To MAX_INV
                        If GetPlayerInvItemNum(index, i) = Quest(QuestNum).Task(ActualTask).Item Then
                            If Item(i).Type = ITEM_TYPE_CURRENCY Then
                                If GetPlayerInvItemValue(index, i) >= Quest(QuestNum).Task(ActualTask).Amount Then
                                    Player(index).PlayerQuest(QuestNum).CurrentCount = GetPlayerInvItemValue(index, i)
                                End If
                            Else
                                'If is the correct item add it to the count
                                Player(index).PlayerQuest(QuestNum).CurrentCount = Player(index).PlayerQuest(QuestNum).CurrentCount + 1
                            End If
                        End If
                    Next
                   
                    If Player(index).PlayerQuest(QuestNum).CurrentCount >= Quest(QuestNum).Task(ActualTask).Amount Then
                        'if we have enough items, then remove them and finish the task
                        If Item(Quest(QuestNum).Task(ActualTask).Item).Type = ITEM_TYPE_CURRENCY Then
                            TakeInvItem index, Quest(QuestNum).Task(ActualTask).Item, Quest(QuestNum).Task(ActualTask).Amount
                        Else
                            'If it's not a currency then remove all the items
                            For i = 1 To Quest(QuestNum).Task(ActualTask).Amount
                                TakeInvItem index, Quest(QuestNum).Task(ActualTask).Item, 1
                            Next
                        End If
                       
                        PlayerMsg index, "Quest: " + Trim$(Quest(QuestNum).Name) + " - Você entregou " + Trim$(Quest(QuestNum).Task(ActualTask).Amount) + " " + Trim$(Item(TargetIndex).Name), Yellow
                        QuestMessage index, QuestNum, Quest(QuestNum).Task(ActualTask).Speech, 0
                       
                        If CanEndQuest(index, QuestNum) Then
                            EndQuest index, QuestNum
                        Else
                            Player(index).PlayerQuest(QuestNum).CurrentCount = 0
                            Player(index).PlayerQuest(QuestNum).ActualTask = ActualTask + 1
                        End If
                    End If
                End If
                       
            Case QUEST_TYPE_GOKILL 'Kill X amount of players.
                Player(index).PlayerQuest(QuestNum).CurrentCount = Player(index).PlayerQuest(QuestNum).CurrentCount + 1
                PlayerMsg index, "Quest: " + Trim$(Quest(QuestNum).Name) + " - " + Trim$(Player(index).PlayerQuest(QuestNum).CurrentCount) + "/" + Trim$(Quest(QuestNum).Task(ActualTask).Amount) + " Player mortos.", Yellow
                If Player(index).PlayerQuest(QuestNum).CurrentCount >= Quest(QuestNum).Task(ActualTask).Amount Then
                    QuestMessage index, QuestNum, "Objetivo Completado", 0
                    If CanEndQuest(index, QuestNum) Then
                        EndQuest index, QuestNum
                    Else
                        Player(index).PlayerQuest(QuestNum).CurrentCount = 0
                        Player(index).PlayerQuest(QuestNum).ActualTask = ActualTask + 1
                    End If
                End If
               
            Case QUEST_TYPE_GOTRAIN 'Hit X amount of times X resource.
                If TargetIndex = Quest(QuestNum).Task(ActualTask).Resource Then
                    Player(index).PlayerQuest(QuestNum).CurrentCount = Player(index).PlayerQuest(QuestNum).CurrentCount + 1
                    PlayerMsg index, "Quest: " + Trim$(Quest(QuestNum).Name) + " - " + Trim$(Player(index).PlayerQuest(QuestNum).CurrentCount) + "/" + Trim$(Quest(QuestNum).Task(ActualTask).Amount) + " hits.", Yellow
                    If Player(index).PlayerQuest(QuestNum).CurrentCount >= Quest(QuestNum).Task(ActualTask).Amount Then
                        QuestMessage index, QuestNum, "Objetivo Completado", 0
                        If CanEndQuest(index, QuestNum) Then
                            EndQuest index, QuestNum
                        Else
                            Player(index).PlayerQuest(QuestNum).CurrentCount = 0
                            Player(index).PlayerQuest(QuestNum).ActualTask = ActualTask + 1
                        End If
                    End If
                End If
                         
            Case QUEST_TYPE_GOGET 'Get X amount of X item from X npc.
                If TargetIndex = Quest(QuestNum).Task(ActualTask).NPC Then
                    GiveInvItem index, Quest(QuestNum).Task(ActualTask).Item, Quest(QuestNum).Task(ActualTask).Amount
                    QuestMessage index, QuestNum, Quest(QuestNum).Task(ActualTask).Speech, 0
                    If CanEndQuest(index, QuestNum) Then
                        EndQuest index, QuestNum
                    Else
                        Player(index).PlayerQuest(QuestNum).ActualTask = ActualTask + 1
                    End If
                End If
            'For when I feel like adding it...
            'Case QUEST_TYPE_GOGETFROMEVENT 'Get x amount of item x from npc x
            '    If TargetIndex = 3 Then 'Quest(QuestNum).Task(ActualTask).Event Then
            '        Call PlayerMsg(index, "Well we got this far... CheckTask-modSvQuests", BrightRed)
            '    End If
            '
            '    If CanEndQuest(index, QuestNum) Then
            '        EndQuest index, QuestNum
            '    Else
            '        Player(index).PlayerQuest(QuestNum).ActualTask = ActualTask + 1
            '    End If
           
        End Select
        SavePlayer index
        SendPlayerData index
        SendPlayerQuests index
    End Sub

    Public Sub EndQuest(ByVal index As Long, ByVal QuestNum As Long)
        Dim i As Long, n As Long
       
        Player(index).PlayerQuest(QuestNum).Status = QUEST_COMPLETED
       
        'reset counters to 0
        Player(index).PlayerQuest(QuestNum).ActualTask = 0
        Player(index).PlayerQuest(QuestNum).CurrentCount = 0
       
        'give experience
        GivePlayerEXP index, Quest(QuestNum).RewardExp
       
        'give skill experience
        If Quest(QuestNum).Skill > 0 Then
            Call SetPlayerSkillExp(index, Quest(QuestNum).Skill, Quest(QuestNum).SkillExp)
        End If
       
        'remove items on the end
        For i = 1 To MAX_QUESTS_ITEMS
            If Quest(QuestNum).TakeItem(i).Item > 0 Then
                If HasItem(index, Quest(QuestNum).TakeItem(i).Item) > 0 Then
                    If Item(Quest(QuestNum).TakeItem(i).Item).Type = ITEM_TYPE_CURRENCY Then
                        TakeInvItem index, Quest(QuestNum).TakeItem(i).Item, Quest(QuestNum).TakeItem(i).Value
                    Else
                        For n = 1 To Quest(QuestNum).TakeItem(i).Value
                            TakeInvItem index, Quest(QuestNum).TakeItem(i).Item, 1
                        Next
                    End If
                End If
            End If
        Next
           
        SavePlayer index
        Call SendStats(index)
        SendPlayerData index
       
        'give rewards
        For i = 1 To MAX_QUESTS_ITEMS
            If Quest(QuestNum).RewardItem(i).Item <> 0 Then
                'check if we have space
                If FindOpenInvSlot(index, Quest(QuestNum).RewardItem(i).Item) = 0 Then
                    PlayerMsg index, "Você está sem espaço no seu <Inventory>.", BrightRed
                    Exit For
                Else
                    'if so, check if it's a currency stack the item in one slot
                    If Item(Quest(QuestNum).RewardItem(i).Item).Type = ITEM_TYPE_CURRENCY Then
                        GiveInvItem index, Quest(QuestNum).RewardItem(i).Item, Quest(QuestNum).RewardItem(i).Value
                    Else
                    'if not, create a new loop and store the item in a new slot if is possible
                        For n = 1 To Quest(QuestNum).RewardItem(i).Value
                            If FindOpenInvSlot(index, Quest(QuestNum).RewardItem(i).Item) = 0 Then
                                PlayerMsg index, "Você está sem espaço no seu <Inventory>.", BrightRed
                                Exit For
                            Else
                                GiveInvItem index, Quest(QuestNum).RewardItem(i).Item, 1
                            End If
                        Next
                    End If
                End If
            End If
        Next
       
        'show ending message
        QuestMessage index, QuestNum, Trim$(Quest(QuestNum).Speech(3)), 0
       
        'mark quest as completed in chat
        PlayerMsg index, Trim$(Quest(QuestNum).Name) & ": Quest Completada", Green
       
        SavePlayer index
        SendEXP index
        Call SendStats(index)
        SendPlayerData index
        SendPlayerQuests index
    End Sub

    (Creio que não tenha adicionado o Modulo de Logic das Quests =P )

    Att ~


    _________________
    "Mistress of shattered hopes and forever broken dreams"
    rockdeath
    rockdeath
    Novato
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    Ajuda Sistema de Quest Empty Re: Ajuda Sistema de Quest

    Mensagem por rockdeath Seg Mar 16, 2015 3:35 pm

    e.e era isso mesmo nao tinha reparado mas no negoço q baixei. tinha o modSvQuests Very Happy valeu tu é 10


    Agora deu Ambiguos Name Detected Fury mas axo q isso eu consigo arrumar
    Profane ~
    Profane ~
    Colaborador
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    Ajuda Sistema de Quest Empty Re: Ajuda Sistema de Quest

    Mensagem por Profane ~ Seg Mar 16, 2015 11:58 pm

    : ) Nah, qq coisa posta ai que damos uma olhada. =P


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    "Mistress of shattered hopes and forever broken dreams"

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