Quest element progress

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Jay_H
Posts: 489
Joined: Tue Aug 25, 2015 1:54 am

Quest element progress

Postby Jay_H » Sat Aug 12, 2017 11:02 pm

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.
%g (he/she)
%g1 (he/she)
%g2 (him/her)
%g2self (himself/herself)
%g3 (his/hers/theirs)
%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)
common_symbol
daedra_heart
decanter (not equippable and has no icon)
deed (a sapphire)
diamond
drug (randomly resolves among illicit substances. No use nor inventory icon)
element (lead, mercury, lodestone, silver, lead, etc)
emerald
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)
jade
junk (quiver, large sack, wine rack, small chest. No icons)
kimono
lantern (no icon)
large_plant (red berries, yellow flowers, cactus, root tendril, etc)
large_sack (no icon)
letter (parchment)
lich_dust
lodestone
magic_item (resolves to ruby, known workaround by Interkarma until magic implementation)
malachite
mantella_crux (named Mantella in dialogue and inventory, no icon)
map (no icon, doesn't yet reveal new dungeons)
mark (no icon)
mens_clothing
mineral (emerald or ruby)
misc (big tooth, holy relic, nectar, ichor, etc)
mummy_wrappings
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)
pearl (emerald)
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)
root_tendrils
ruby
sapphire
scarab
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)
snake_venom
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)
talisman
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)
turquoise
tusk (wereboar's tusk)
wand (no icon)
werewolf_blood
womens_clothing
womens_robe (female plain robes, blue)
weapon (currently resolves to a random iron weapon)
wraith_essence
yellow_flowers

The following permanent places are defined.
AlcaireCoven
BeldamaCoven
BluffCoven
Coven_in_the_Marsh
Coven_of_Dust
Coven_of_the_Peaks
DaggerfallCity1
DaggerfallCity2
DaggerfallCastle
DaggerfallCastle1
DaggerfallCastle2
DaggerfallWitchs
DevilRockCoven
DirenniTowerEntry
DirenniTower3
DirenniTower2
GlenmorilCoven
KykosCoven
Llugwych
LlugwychCastle
LysandusTomb2
LysandusTomb1
Mantellan_Crux (erroneously defined as Llugwych Castle, noted by Interkarma)
MantellanCrux
OrsiniumCity
OrsiniumCastle1
OrsiniumCastle2
OrsiniumCastle3
OrsiniumCastle4
PirateerHold1
PirateerHold2
ScourgBarrowEntry
ScourgBarrow1
ScourgBarrow2
SentinelCity
SentinelCastle
SentinelCastle4
ShedungentEntry
Shedungent1
Shedungent2
Shedungent4
SkeffingtonCoven
TamarilynCoven
MyrkwasaCoven
WayrestCity
WayrestCastle
WayrestCastle2
WoodbourneHall5
WoodbourneHall4
WrothCoven

The following place variables are defined.
apothecary
armory
bank
bookstore
clothingshop
dungeon (only as remote location, same as classic)
dungeon0
dungeon1
dungeon2 (resolves as a blank entry only)
dungeon3
dungeon4
dungeon5
dungeon6
dungeon7
dungeon8
dungeon9
dungeon10
dungeon11
dungeon12
dungeon13
dungeon14
dungeon15
dungeon16
dungeon17 (resolves as blank entry. No quest markers, exterior use only)
dungeon18 (same as 17)
furnitureshop
generalstore
house1 (when remote, small rural town)
house2 (when remote, normal town)
house4 (when remote, always resolves to a residence in the current town)
jewelryshop
library
magery (Fighters Guild, Mages Guild, or Knightly Order)
palace
pawnshop
random (resolves to any other entry except palace(?) or dungeon)
tavern
temple
weaponstore
labyrinth
keep
ruin
graveyard
ancientgraveyard
coven
farmhome
wealthyhome
poorhome
tavernhome
templehome (doesn't trigger when pc at)
cult (doesn't trigger when pc at)
city
hamlet
village
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.
Giant_rat
Imp
Spriggan
Giant_bat
Grizzley_bear
Sabretooth_tiger
Spider
Orc
Centaur
Werewolf
Slaughterfish
Orc_sergeant
Harpy
Wereboar
Skeletal_warrior
Giant
Zombie
Ghost
Mummy
Giant_scorpion
Orc_shaman
Gargoyle
Wraith
Orc_warlord
Frost_daedra
Fire_daedra
Daedroth
Vampire
Daedra_seducer
Ancient_vampire
Daedra_lord
Lich
Ancient_lich
Dragonling_souless
Fire_atronach
Iron_atronach
Flesh_atronach
Ice_atronach
Dragonling
Dreugh
Lamia
Mage
Spellsword
Battle_mage
Sorceror
Healer
Nightblade
Bard
Burglar
Rogue
Acrobat
Thief
Assassin
Monk
Archer
Ranger

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.
clicked anNPC
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.

Notes:
_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
Come give your feedback on the ideas in my general thread, and share your Daggerfall characters in the character thread.
Quest-writing tutorial here. Guide for new Daggerfall players here. Daggerfall Mechanics thread here.

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