Quests
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id
required
A unique identifier for the quest. Ensure that these id only exists one time only. The id is used to identify the quest in the config file and for internal programming things.
Important: Only
a-zA-Z0-9
and-_
are allowed.
name
required
The name of the quest. It will be shown in the prompt and quest dialog.
description
default nil
An internal description for the quest, e.g. like notes for the quest writers. It is currently not used and shown anywhere.
max_solves
A positive number limits the times a quest can be solved. A value of 0
means that the quest can be solved infinite times.
restart_delay_in_seconds
default nil
A positive number (in seconds) adds a delay until the next start of the quest. A value of 0
means no delay.
Note: Set
max_solves
to0
to allow infinite solves for daily quests.
steps
required
show_previous_step_in_quest_log
default false
Defines if not the current step of the quest should be shown in the quest dialog, but the step before.
restricted_to_jobs
default nil
New since version 1.4.0
Defines if the current quest is only available for the given jobs. The job names must be the same as in the vorp_inventory.jobs
table (case-sensitive).
Example:
Important: If the
blacklisted_jobs
property is set then ensure that there are no conflicts with therestricted_to_jobs
. Therestricted_to_jobs
is better used if there are noblacklisted_jobs
set.
blacklisted_jobs
default nil
New since version 1.5.0
Defines if the current quest is available for all jobs except the given ones. The job names must be the same as in the vorp_inventory.jobs
table (case-sensitive).
Example:
Important: If the
restricted_to_jobs
property is set then ensure that there are no conflicts with theblacklisted_jobs
. Theblacklisted_jobs
is better used if there are norestricted_to_jobs
set.
in_game_time_windows
default nil
New since version 1.6.0
Defines time windows for the availability of quests.
Note: The time windows are based on the in-game time and not the real time.
Note: The time windows of a quest apply to each step. Example: If a quest is available from 8:00 to 12:00 then each step of the quest is only available (can be started/finished) in this time window.
Example of multiple time windows each day:
Example of specific days:
start_hour
required
-
The start hour of the time window.
start_minute
required
-
The start minute of the time window.
end_hour
required
-
The end hour of the time window.
end_minute
required
-
The end minute of the time window.
days
nil
A table of days when the time window should be applied. If the table is empty or not set then the time window applies to all days.
Available days: monday
, tuesday
, wednesday
, thursday
, friday
, saturday
, sunday
Important: In contrast to the times (e.g.
start_hour
), the days of the week are in real time and not in in-game time. The reason for this is firstly that otherwise the script would have to use weathersync, and secondly that players would otherwise get completely confused if the days of the week in-game were suddenly different from those in the real world. The time, on the other hand, is bound in-game, as some servers run the time in-game many times faster than in reality.
Example of simple time window:
Example of time window with specific days:
-required
of step s
A list of all steps for the quest. The steps are executed in the order they are defined in the list. See for more information.