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xmlspawner >>Q&A >>Question about setting up quests
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ArteGordon- 02-07-2006
that information is not kept on the trigger mob, but you could check the ControlMaster property on the escort to see if it matches the trigger mob using the GETONMOB keyword.
GETONMOB,mobname[,mobtype],property
GETONMOB,Lester,baseescortable,controlmaster=TRIGMOB
Galfaroth- 02-07-2006
And how to remove this baseescortable in Action field? SETONMOB,Lester,baseescortable/remove ?
ArteGordon- 02-07-2006
The syntax for SETONMOB is
SETONMOB,mobname[,mobtype]/prop/value
so you could do something like
SETONMOB,Lester,baseescortable/controlmaster/(-null-)/controled/false
You could also just delete the escortable altogether with
SETONMOB,Lester,baseescortable/DELETE
which is what I would recommend, since that way it will respawn back at the correct location instead of just wandering around without a escorter.
Galfaroth- 02-10-2006

QUOTE (ArteGordon @ Feb 7 2006, 05:38 PM)
GETONMOB,Lester,baseescortable,controlmaster=TRIGMOB

Does not work... :|. It doesn't trigger the dialog if player is escorting baseescortable Lester.
ArteGordon- 02-10-2006
hmm. try it this way
GETONMOB,Lester,talkingbaseescortable,controlmaster.serial=GETONTRIGMOB,serial
I'm assuming that you are using a talkingbaseescortable. If you are just using a regular baseescortable then substitute that instead.
This will directly compare the serial numbers of the triggermob and the controlmaster, so it should work.
Galfaroth- 02-10-2006
All Right it works! Thanks Arte.
Galfaroth- 02-12-2006
Okay here is part of my questholder:
.../objective1/KILL,PlayerMobile,2,Oboz/1...
The objective is to kill two PlayerMobiles whose Oboz = 1. What is wrong here?
ArteGordon- 02-12-2006
the syntax is
KILL,mobtype[,count][,proptest]
so you need to add a property test like
.../objective1/KILL,PlayerMobile,2,Oboz=1
Galfaroth- 04-15-2006
After two months I need to say that this does not work:
KILL,PlayerMobile,2,Oboz=1
also this:
KILL,PlayerMobile
doesn't work... maybe I need to change sth in my PlayerMobile.cs to handle player kill?
ArteGordon- 04-15-2006
you have to perform installation step 6 to be able to use KILL with players.
from installation 1.0.txt

QUOTE
STEP 6: (recommended but not required) To allow the XmlQuest killtask keywords KILL and KILLNAMED to be applied to players providing a contract kill system, one line must be added to ReportMurderer.cs (Scripts/Gumps/ReportMurderer.cs) as described below (note, you dont have to make this mod if you dont want to, the spawner and other items will work just fine without it, the KILL and KILLNAMED features simply wont work when specifying players as the targets).
This is also required to allow the attachment system to register kills (through the OnKill or OnKilled methods). Some addons such as XmlPoints require this.
around line 64 of ReportMurderer.cs change
Titles.AwardKarma( g, karmaAward, true );
to
Titles.AwardKarma( g, karmaAward, true );
// modification to support XmlQuest Killtasks of players
Server.Items.XmlQuest.RegisterKill( m, g);