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My Latest Mod WIP [NPC's] [Quests/Missions]


Sim

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Screenshot_20201210-213303.thumb.png.61c6369b46a1c584485ad841babe32b4.pngI began working on my Latest Mod. A NPC mod that will be much larger and add a lot more gameplay and possibly a storyline if done properly. This NPC system is much more then just NPCs. I have a total of 6 different types of NPC'S . 

There will also be a questing/mission system. Like My item system, how one can add different item types by following a format of a simple class file, different  types of quests/can be added.

Some EX would be travel to X and collect Y from NPC Z and bring back to me . Or escort Z to City X safely, OR steal Y mustangs from City Z or successfully commit Y crimes in City Z 

As shown in the screenshots, my 6 item types are

Merchants: Sells items (would go great with my item system)

Trainers: A NPC you can fight without any consequences, but can be rewarded one defeated.

Boss: Creates a boss for a City, where only a player or every one in the city can attack.

Rewards: A NPC that can give a player money, bullets, cars, item, points.

Talkables: As shown in the screenshot, it displays a messages to the player messed upon there rank. If used properly with the other NPC types, one could create a good story line.

Quest/Mission NPCs: The ones that gives and rewards players for quests.

 

Some the foundation of the NPC system is complete I decided to edit the OP and post a few screenshots. 

 

Since this Mod was on my list to create for my own game, I am also going to be releasing it. Since my personal version will rely on my item system. It opens the door to many more unique quests/missions since different item types can be created easily and GL does not have a very good default inventory to keep of various collected items/object.

 

I believe this is one of the last major things GL could use, as almost everything else is on the market place. Now I can keep people even more intrigued. 🙂

And this was my second time working this long post, so it's not as well written as the first one.

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Edited by Sim
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5 hours ago, Sim said:

I began working on my Latest Mod. I do but wish to reveal any more information about it at this time until I have more work done on it. This Mod will add another major feature to GL, such as my "ITEM SYSTEM"  did. This Mod is going to be a fairly large one and much needed one. I can't wait to reveal more information on it 

This post....

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13 minutes ago, AdamHull said:

how can it keep people intrigued when you have not given out any information 🤣

Cause I usually always create big things. Things people don't usually think about. And I said it's going to be just as good as my item system. I'll release some information this weekend alongside some screenshots wise guy

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3 hours ago, Sim said:

Always so negative. I don't need to sell the idea. The idea is in the works. So it will be created and but buddy as idea.

I fail to see how my comment was negative?

You hazard a guess and complained that no one likes the idea (4 posts up), I was only suggesting that a working preview may help sell the idea / understand the idea.

Anyhow, goodluck with it, hope your guess on interest turns around.

Edited by Spydre452
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The Rewards NPC is now finished. 

So the view NPC, shows all NPCs created. When creating/editing/viewing a NPC it shows all "interactions" added to the NPC at the bottom of the NPC. Since I am basing the encounters of NPCs on Ranks, this allows multiple outcomes/encounters to happen.

 

The other 4 NPC types should be easier to code since I done encountered all possible issues i might encounter creating them two. 

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Screenshot_20201214-205409.png

Edited by Sim
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No updates in awhile. All i have left are the quests NPCs. I been working on it all night. Took 4 good to figure out my hidden field was outside the form. LoL.. Creating quests will be a 3 step process: 

Create NPC: name, location, and choose npc type quest

Step 2: 

Choosing tite, description and type of quest.

Step 3: filling in details for type of quest

 

Here's a preview for Jail Breaking quests

 

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Update:  The ACP %90 complete which is the hard part for this mod since the quest types logic is in there own class files.

So instead of all logic being done threw npcs.admin.php, the quests pulls HTML from own class, validates and updates db in quest file.

As mentioned, third allows new quest types to be added without modifying the npc files.

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Thanks. I cant wait for it to get finished myself. #)

I still got a day left in the ACP due to all the small tedious stuff. Especially since I like the admin to.view as much info as possible without having to navigate away.

	public function getInfo($data)
	{
	  /*
	  $locs = explode(":", $data["LocationIDs"]);
	  
	  foreach($locs as $loc)
	  {
	    if($loc == "0")
	    {
	      $locList = "ALL";
	    }
	  }
	  */
	  
	  if($data["LocationIDs"] == 0)
	  {
	    $loc = "ALL";
	  }
	  else
	  {
	    $loc = $this->getLocations($data["LocationIDs"]);
	    $loc = $loc["name"];
	  }
	  
    $info = $data["count"] . " Jailbreaks needed<br>";
	  $info .= "Location: " . $loc . "<br>";
	  
	  
	  
	  if($data["Conseq"] == "y")
	  {
	    $conseq = "Consecutively";
	  }
	  else 
	  {
      $conseq = "Non-Consecutively";
	  }
	  
    if($data["self"] == "y")
	  {
	    $info .= "Only breaking self out of jail counts." . $conseq;
	  }
	  else
	  {
	    $info .= "Jailbreaking is " . $conseq . "<br>";
      if($data["all"] != "y")
  	  {
  	    $info .= "And Breaking yourself out of jail dont count.";
  	  }
	  }
return $info;
	}

Stuff like this.  

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