I'm keeping a running log of variables implemented thus far for quests, as far as I can determine them. This is intended as a reference tor myself and anyone who wants to start writing functional quests right away.
As of the Vengeance update:
The following dialogue variables are defined.
%god (a deity. Limited resolution thus far.)
%oth (an oath of exclamation, such as "By the Hoarfather" or "By the Great Wastes." Resolves fully.)
%pcf (your character's first name)
%pcn (your character's full name)
%pct (your character's class)
%qdt (the full date, as written in your character's log)
%ra (your character's race)
%reg (the region your character is in)
The following item variables are defined.
aegrostat (illicit substance, mispelled for "aegrotat." No icon in inventory)
amulet (not equippable and has no icon)
armbands (ordinary non-armor clothing armbands)
armor (leather and occasional chain, includes shields)
book (dialogue says "Book," book is called "First Scroll of Baan Dar")
book0 (dialogue says "Gold pieces," no icon, is called "First Scroll of Baan Dar")
book1 (dialogue says "Potion Recipe," parchment is called "First Scroll of Baan Dar")
book2 (dialogue says "Book," book is called "First Scroll of Baan Dar")
book3 (dialogue says "Book," book is called "First Scroll of Baan Dar")
boots (ordinary non-armor clothing boots)
bracelet (not equippable and has no icon)
bracer (not equippable and has no icon)
cloth_amulet (not equippable and has no icon)
coins (defaults to a stack of 1 gold piece)
decanter (not equippable and has no icon)
deed (a sapphire)
drug (randomly resolves among illicit substances. No use nor inventory icon)
element (lead, mercury, lodestone, silver, lead, etc)
finger (no icon)
flamable (parchment, lantern, candle, oil, bandage, torch. Some lack icons)
gem (sapphire, turquoise, amber, emerald, etc)
gold (a gold amount appropriate to your character's level. Can be defined with gold range m to n)
gold_bar (a small wad of gold. Text and inventory call it "gold")
harpy_feather (text and inventory call it "gryphon feather")
horn (unicorn horn)
indulcet (illicit substance, no icon)
ivory (a ruby)
junk (quiver, large sack, wine rack, small chest. No icons)
lantern (no icon)
large_plant (red berries, yellow flowers, cactus, root tendril, etc)
large_sack (no icon)
magic_item (resolves to ruby, known workaround by Interkarma until magic implementation)
mantella_crux (named Mantella in dialogue and inventory, no icon)
map (no icon, doesn't yet reveal new dungeons)
mark (no icon)
mineral (emerald or ruby)
misc (big tooth, holy relic, nectar, ichor, etc)
mythic (wereboar's tusk, unicorn horn, nymph hair, etc)
organs (troll's blood, snake venom, fairy dragon's scales, etc)
painting (no icon and no use yet)
portrait (painting, no icon)
quaesto_vil (illicit substance, no icon)
random_map (map, no icon, no use yet)
random_recipe (called "Potion Recipe," no use yet)
religious (holy water, talisman, bell, rare symbol, etc)
ring (not equippable and has no icon)
skin (small scorpion stinger, gryphon's feather, mummy wrappings, etc)
small_plant (yellow flowers, green berries, root bulb, red rose, twigs, etc)
small_sack (no icon)
specials (skeleton, telescope, dead body, finger, totem, mantella, etc. Clearly not intended for ordinary quests)
straps (ordinary clothing)
sursam (misspelled for "sursum," illicit substance. No icon)
telescope (no icon)
torc (not equippable, no icon)
totem (no icon)
transport (small cart, small horse, large galley, and small ship. Ships have tomatoes as icons)
trinket (torc, amulet, bracer, wand, etc. No icons and not equippable)
tusk (wereboar's tusk)
wand (no icon)
womens_robe (female plain robes, blue)
weapon (currently resolves to a random iron weapon)
The following permanent places are defined.
Mantellan_Crux (erroneously defined as Llugwych Castle, noted by Interkarma)
The following place variables are defined.
dungeon (only as remote location, same as classic)
dungeon2 (resolves as a blank entry only)
dungeon17 (resolves as blank entry. No quest markers, exterior use only)
dungeon18 (same as 17)
house1 (when remote, small rural town)
house2 (when remote, normal town)
house4 (when remote, always resolves to a residence in the current town)
magery (Fighters Guild, Mages Guild, or Knightly Order)
random (resolves to any other entry except palace(?) or dungeon)
templehome (doesn't trigger when pc at)
cult (doesn't trigger when pc at)
anywhere (chooses a random quest location)
The following variables left my DFU hanging for several minutes, and had to be shut down via process manager: house3, house5, house6, house7, town1, town4
Tipton makes reference to using a "local dungeon" to hide background assets in a quest, but DFU will not run quests using a local dungeon.
The following enemies are defined.
The only undefined entry among enemies is Horse, which also has no classic counterpart.
The following quest resources are defined.
Clock _symbol_ dd.hh:mm (often substituted by 00:00 0 flag 17 range 0 2)
Item _symbol_ someItemName
Person _symbol_ (very limited resolution)
Place _symbol_ local/remote aPlaceType
Foe _symbol_ is nn anEnemy
The following quest actions are defined.
add anNPC face (face will persist across save games until quest ends or quit DFU)
create foe aFoe every m minutes n times with k% success
give pc anItem
place aFoe at aPlace
place anItem at aPlace
prompt nnnn yes aTaskName1 no aTaskName2
start quest nnnn mmmm
start timer aClock
stop timer aClock
The following quest conditions are defined.
daily from aTime1 to aTime2
killed # aFoe saying nnnn
pc at aPlace do aTask
pick one of aTaskName1 aTaskName2 aTaskName3 aTaskName4
when _task1_ and _task2_
when _task1_ and not _task2_
when _task1_ or _task2_
Work in progress, more to come.
_place_ is the city name.
__place_ is the building name.
___place_ is the city name.
_dungeon_ is the dungeon name.
__dungeon_ is blank.
___dungeon_ is the dungeon name.
_questgiver_ is the quest giver's name.
__questgiver_ is __questgiver.
___questgiver_ is the questgiver's city.
Appendix: Tipton's quest writing documentation
For all talk about quests. Creating, testing, bugs, and development progress.
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