NpcMsg - Checks CheatSheet: Difference between revisions

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'''''Note''': All Quest-related checks are pre-set in [<u>[[NpcTalk CheatSheet|NpcTalk_@@@]]</u>] and then subsequently created [<u>QuestResult_@@@</u>] tables''
'''''Note''': All Quest-related checks are pre-set in [<u>[[NpcTalk CheatSheet|NpcTalk_@@@]]</u>] and then subsequently created [<u>QuestResult_@@@</u>] tables''


'''<code>\QuestCheck,1,2,3,4</code>'''<blockquote>1 - Dialogue after accepting. (Into \Quest_Accept)
'''<code>\Quest_Check,1,2,3,4</code>'''<blockquote>1 - Dialogue after accepting. (Into \Quest_Accept)


2 - Dialogue for bringing quest items. (Into \Quest_Complete)
2 - Dialogue for bringing quest items. (Into \Quest_Complete)
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'''NOTE''': ''Sole numbers after checks -> dialogue rows to jump to in case of said error''</blockquote>
'''NOTE''': ''Sole numbers after checks -> dialogue rows to jump to in case of said error''</blockquote>


e.g. '''<code>\QuestCheck,5,6,12,8</code>'''<blockquote>5 - Dialogue after accepting. (Into \Quest_Accept)
e.g. '''<code>\Quest_Check,5,6,12,8</code>'''<blockquote>5 - Dialogue after accepting. (Into \Quest_Accept)


6 - Dialogue for bringing quest items. (Into \Quest_Complete)
6 - Dialogue for bringing quest items. (Into \Quest_Complete)
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10 - Check failed
10 - Check failed


<code>'''\Quest_Check'''</code> (<code>'''\Quest_Check_#'''</code>) - Checks <QuestID> in NpcTalk</blockquote>
<code>'''\S_QuestCheck,2,3,4,7'''</code>
 
2 - Haven't accepted yet
 
3 - If you've brought the materials
 
4 - If you're missing the materials
 
7 - If you already finished the quest
 
<code>'''\S_QuestCheck_#,2,3,4,5'''</code>- Checks <'''QuestID'''> in [[NpcTalk CheatSheet|NpcTalk]] from ['''ScenarioQuestInfo'''] table, first value (0) <u>not</u> _# (<code>\S_QuestCheck</code>)
 
2 - Haven't accepted yet
 
3 - If you've brought the materials
 
4 - If you're missing the materials
 
5 -If you already completed the quest
 
<code>'''\S_ActiveQuestID_#,1,2'''</code> - Checks <QuestID> in NpcTalk from [ScenatioQuestInfo] table, ID matches with slot - Starts with _0 (<code>\S_ActiveQuestID_0</code>)
 
1 - Quest Active
 
2 - Quest not active
 
</blockquote>


== Party Quest Checks ==
== Party Quest Checks ==

Revision as of 05:25, 27 January 2026

Thank you to Crosstine for the base of these notes!

Quest Checks

Note: All Quest-related checks are pre-set in [NpcTalk_@@@] and then subsequently created [QuestResult_@@@] tables

\Quest_Check,1,2,3,4

1 - Dialogue after accepting. (Into \Quest_Accept)

2 - Dialogue for bringing quest items. (Into \Quest_Complete)

3 - Dialogue to remind you what to do.

4 - Dialogue after clearing the quest as thanks.

\Quest_Accept,q0,q1,5

q0 - Dialogue of accepting quest.

q1 - Dialogue of taking too many quests at once.

5 - Dialogue of not within level range.

\Quest_Complete,q2,q3,4

q2 - Dialogue to accept/decline the same quest. (Can be ignored if quest limit is 1.)

q3 - Dialogue of inventory being full.

4 - Same dialogue from \QuestCheck.

All "q1,q2,q3,etc" refer to the [Msg] used in QuestResult tables. NOTE: Sole numbers after checks -> dialogue rows to jump to in case of said error

e.g. \Quest_Check,5,6,12,8

5 - Dialogue after accepting. (Into \Quest_Accept)

6 - Dialogue for bringing quest items. (Into \Quest_Complete)

12 - Dialogue to remind you what to do.

8 - Dialogue after clearing the quest as thanks.

\Quest_Once_Accept,q2,q3,4,5 Note: This is for dailies

q2 - Quest Dialogue of accepting the quest

q3 - Quest Dialogue of inventory being full

4 - Level requirement not met

5 - "Come Back Tomorrow"

\CheckQuestState,4,10 - Checks <CheckQuestID> in NpcTalk

4 - Check passed

10 - Check failed

\S_QuestCheck,2,3,4,7

2 - Haven't accepted yet

3 - If you've brought the materials

4 - If you're missing the materials

7 - If you already finished the quest

\S_QuestCheck_#,2,3,4,5- Checks <QuestID> in NpcTalk from [ScenarioQuestInfo] table, first value (0) not _# (\S_QuestCheck)

2 - Haven't accepted yet

3 - If you've brought the materials

4 - If you're missing the materials

5 -If you already completed the quest

\S_ActiveQuestID_#,1,2 - Checks <QuestID> in NpcTalk from [ScenatioQuestInfo] table, ID matches with slot - Starts with _0 (\S_ActiveQuestID_0)

1 - Quest Active

2 - Quest not active

Party Quest Checks

\P_Quest_Check,1,8,7,2,3,4,5,6,9

1 - Condition met. Can accept party quest.

8 - Complete party quest and claim Exp/Tmxp reward.

7 - Turn in party quest and claim item rewards. Into P_Quest_Success dialogue.

2 - Quest already started. Dialogue of reminding you what to do.

3 - Condition failed. Active MQ/PQ detected amongst the party.

4 - Condition failed. The quest can only be done in a party.

5 - Condition failed. Only the party leader can accept this quest.

6 - Condition failed. Not everyone in your party is currently here.

9 - Condition failed. Someone in the party doesn't meet the level requirement.

\P_Quest_Accept,10,3,4,5,6,9

10 - Condition met. Dialogue after starting the party quest.

3 - Condition failed. Active MQ/PQ detected amongst the party.

4 - Condition failed. The quest can only be done in a party.

5 - Condition failed. Only the party leader can accept this quest.

6 - Condition failed. Not everyone in your party is currently here.

9 - Condition failed. Someone in the party doesn't meet the level requirement.

Note: The line containing the [P_Quest_Accept] must set the <NpcSType> to '3' to categorize this as a valid Party Quest.

\P_Quest_Success,11,4,5,6

11 - Dialogue telling you and everyone in the party to claim their rewards.

4 - Condition failed. The quest can only be done in a party.

5 - Condition failed. Only the party leader can accept this quest.

6 - Condition failed. Not everyone in your party is currently here.

\P_Quest_Complete,12,13

12 - Condition met. Dialogue after receiving the item rewards. 13 - Condition failed. You either have 300 items or have exceeded the maximum weight.

Etc. + Item Checks

\CheckGender,1,2
\CheckHaveItem,1,2

1 - Condition is met.
2 - Condition is not met.

\Give_Item,1,2
\Take_Item,1,2

1 - Condition is met. Advance dialogue.
2 - Condition failed. You are carrying too much. Note: Item-based checks are set in the relevant [NpcTalk_@@@] table.

\Begin group conversation.\EventTalkStart

Will point to [NpcEventMsg] or [NpcEventTalk] tables.

NPC Check References

Leonardo

\Enter Egg Shop.\VIP_Shop

Fun fact: Leonardo has a "\CheckGender" for no reason. Note: Set which on NpcTalk table

Recyclek Mk1

\Recycling Shop\RecycleCouponExchange

\Recycling Paid Items\InvenItemRecycle

Fusion Master Arlene

\Fuse equipment.\NewEquipComposing

\Disassemble equipment.\DecompoundItem

Compounder Paul

\Compound List.\Compound_Start,2

Note: Set which on NpcTalk table

Mint

\Exchange List.\ExchangeShop_Start,1

Note: Set which on NpcTalk table

Alan

\Let's Temper!\EquipReform

Alchemist Nate

\Perform Maturing Compound.\Item_Growth

\Remove Maturing Compound Item.\Reset_Mix

Blacksmith Marx

\Refine or repair an item.\Item_Refine

Pet Breeder Erin

\Let's fuse a pet.\PetComposing

\Let's Level up.\PetLevelUp

Pet Trainer Shara

\Equip Hardant.\PetReinforce

\Unequip Hardant.\PetReinforce_Reset

\Request Pet Training.\PetRetrain

Pia

\Recharge expired Time Limit item.\Item_ChargeTimer

\Retrieve item.\RetrieveUnitedItem_Start,1

1 - Here you go~

Banker Lisa

\Use the bank\NeoWarehouse_Start,1,2,3

1 - (Doesn't exist. The <ROW> be ignored or skipped.)

2 - Level restriction condition: You have be at least Level 10 to use this service.

3 - Not enough galder condition: You do not have enough money. The service fee is 100 galders.

Lovely Angelina

\Deposit/Withdraw Items\Warehouse_Start,1,2,3

1 - (Doesn't exist. The <ROW> be ignored or skipped.)

2 - Level restriction condition: There is a Level 5 minimum requirement.

3 - Not enough galder condition: You don't have enough money. The service fee is 50 galders.

Guild Clerk Esther

\Leave Guild.\GuildWithDraw_Process

\Cancel Guild Request.\GuildApplyCancel_Process

\Guild Member Bulletin Board.\GuildRecruitBulletin_Process

\Guild List.\GuildTotalGuild_Process

Andrew

\Change Guild Master Password.\GuildChangePassword

\Change Guild Name.\GuildChangeGuildName

\Change Guild Master.\GuildChangeMaster

\Dismantle a Guild.\GuildDissolve_Check

\Create a Guild.\GuildSetup_Ckeck,1,2,3

1. Condition is met.

2. Condition failed. Level requirement of 35 or higher.

3. Condition failed. Insufficient funds.

Note: Yes, the check for "Create a Guild" is mispelled. Best left as is.

Card Girl

\Ask for more details on card battle masters.\NotifyCardBattleRank,1

1 - They are all grand masters of card battle here in Caballa Island.

Louis Bitton

\I want to look beautiful!\DisguiseCharUI,1,2,3,4,5

1. Condition is met. Job changed successfully~

2. Condition failed. Inventory is full.

3. Condition failed. Job Advancment required.

4. Condition failed. Not enough galder. (The service fee is 50,000 galder.)

5. Condition failed. You can't use this service while using a Disguise Kit.

Kyu

\May I see the Reservations?\OpenMarriageRoom

\Show me the Public Wedding Board.\OpenMarriageBoard

Star Gazer Stella

\What's today's fortune?\99

\Read fortune.\EnterFortuneHouse,50

50 - You're short on galder. 99 - I'm sure Star Gazer Stella won't mind me doing this... Here is today's reading for you.\@\@ref,tc

\@\@ref,tc

Daily fortune of the day prompt. Place at the end of the dialogue string.

Door of Tribulation

\WarpGateSkill,8

8 - Condition failed. Reject dialogue. (?)

Dimensional Jewel

\WarpGateSkill_CM,8

8 - Condition failed. Reject dialogue.

Advanced Dialogue

Commands used for dialogues. These are generally placed at the end of the dialogue string. Order doesn't seem to matter if using each of these at once.

\*\*block

Prevents the player from leaving the conversation by clicking outside the dialogue window.

Example: You can't leave this text prompt until you click "Exit": Thank you~" okay?\Thank you~\Exit\*\*block

Example 2: Below is a softlock. You made the dialogue line 15 loop back to itself.

Line 15: You are stuck... You can only press ESC and either Log Out or Exit Game to leave at this point.\Clicking this will loop the same line.\15\*\*block

\@\@img,i<ItemID>

Replace <ItemID> with an existing ID from ItemParam2/CM2 to display an item.

Example: \@\@img,i106

Example 2: RandomTableID0 contains the following items below...\Next.\17\@\@img,i105,i101,i102

\Random_Msg,#,#,#,#,#

Seems to display a random message after clicking, based on the Row #'s put after

Teleporting

Note: These require the [TeleportInfo] table to complete. Best for "commercial" services.

\Teleport_Start,0

Starts the teleport for the user 0 - fail number (condition not met)

\Teleport_Check,1,2,3,4

1 - Teleport ID # in [TeleportInfo]

2 - Check Passed

3 - Level restriction failed

4 - Galder restriction failed

General Movement

Note: These rely on the [NpcMoveInfo] table to complete. Best for free or item-based teleports.

\Move_Check,1,2,3,4,5

1 - Check Passed, move dialogue to 6 (add move complete to "1" row in this instance, see below)

2 - Check failed; item is missing

3 - Check failed; level restriction

4 - Check failed; error failsafe

5 - Check failed; another error failsafe

\Move_Complete,6

6 - NPC Dialogue to say while teleporting

Other Checks to Note

\Add a combination slot (Future Update!)\SlotExtend

Currently not implemented, just for recording purposes.

\ItemStatCheck1,14,20,21

14 - Condition met. Advance dialogue.

20 - Condition not met. Task incomplete.

21 - Condition failed. Equipment is missing.

\CheckEnterPartyZone,1,2

1 - Condition met. Advance dialogue, clear to enter.

2 - Condition not met. Reject dialogue, boss hunt on cooldown. (You can re-enter in ## minutes.)

Note: The table [PartyZoneInfo] is where the "limitMinutesReEnter" can be adjusted.

\Check_Job,5,15

5 - Condition met. Advance dialogue. 15 - Condition not met. Reject dialogue.