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@DantestyleXD DantestyleXD commented Aug 13, 2025

I have decided to remove the individual script dedicated to WarpTaxi in order to manage the event directly within the scriptMgr.
I have started to implement the logic to evaluate the unlocking conditions for a warpTaxi.
Currently, it is possible to evaluate the completion of the necessary quests indicated in the exdData WarpCondition, level and gil required.

Pros

  • There is no more need to LUA_ERROR check;
  • Now Reject event will be triggered
  • Now we have cutscenes

Fixed

  • Checks on the various independent scripts dedicated to Warp (WarpInn for example);

If the dedicated script is present, this logic is skipped completely in favor of the script.
Edit: Ferries are now happy to block you if your level is low.

  • Check on the level indicated in WarpCondition.
  • Check on quests required.
  • Check for gil required.

What's missing?

  • Extra scene just before requestMoveTerritory between Scene1001's result and the Scene1002 eventPlay... Annoying and need to understand how to hide it

  • Just after the last cutscene, you can see the player on startEvent position just before the warp Event.
    Actually this does not break the correct event ( it's just annoying that the warp does not execute just before the fade out... ) and leave the player with an annoying "The scene cannot be skipped" message...

  • Housing ferries have a completely different warp logic compared to normal warps.

  • After the exitRange script, we are able to trigger general eventId.
    Still remain a necessary implementation to "remember" last popRange on wardChange event ( the objective is store the last popRange pos to use on wardChange event ).

  • The warp Event works as expected and block players that are not eligible.

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