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feat(content): Legends Quest #1013

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noted-shark
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@noted-shark noted-shark commented Nov 20, 2024

  • Quest start
  • Chop jungle (might need tweaking, doesn't feel quite right)
  • Mapping
  • Bullroarer
  • Gujuo
  • Golden bowl
  • Ungadulu
  • Cave obstacles
  • Smell puzzle
  • Gem puzzle (WIP)
  • Fire wall (WIP)
  • Book of binding (WIP)
  • Nezikchened part 1 (WIP)
  • Orb door
  • Bravery potion
  • Winch
  • Strange barrels
  • Viyeldi
  • Heart puzzle
  • Boulders
  • Nezikchened part 2
  • Yommi tree
  • Totem creation
  • Nezikchened part 3
  • Radimus finish & reward

@noted-shark noted-shark force-pushed the legends-quest branch 2 times, most recently from 36ebef5 to 566a9c9 Compare January 27, 2025 09:42
@noted-shark noted-shark force-pushed the legends-quest branch 2 times, most recently from 0746454 to 3c5b273 Compare February 3, 2025 14:01
@tannerdino
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Read through this draft a bit, I refactored %skill_sound out of skilling entirely (was too convoluted and didnt match old videos). So it probably doesnt exist for the jungle chop scripts

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You'd prob want to put these items into a category, then have a custom opheld5 script for them. Instead of putting this in the ~dropslot proc? Also curious what ~legends_drop_gem does

@@ -47,6 +47,10 @@ if (~pvm_debuff_allowed($spell_data) = false) {
return;
}
def_int $duration = ~pvm_spell_cast($spell_data);
if (~legends_check_spell_usage($spell, $spell_data, $duration) = true) {
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Might be able to just add a check for npc_type right in the apnpct trigger for curse, weaken and confuse, and jump to a special label for legends quest. Similarly to air strike for tutorial island. Prevents the default script from always checking npc_type & spell for all spells

@Pazaz Pazaz closed this May 4, 2025
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3 participants