Custom quest support

For all talk about quests. Creating, testing, bugs, and development progress.
Post Reply
User avatar
Jay_H
Posts: 1064
Joined: Tue Aug 25, 2015 1:54 am

Custom quest support

Post by Jay_H » Fri Sep 01, 2017 4:26 pm

This topic will be dedicated to questions about how to work out problems in custom quests.

I have an issue with a quest I'm writing, where "pick one" fails on an "injured" condition.

Code: Select all

_inj_ task:
          injured _barb_
          pick one of _ene1_ _ene2_

_ene1_ task:
          say 1023

_ene2_ task:
          say 1024
          create foe _enemy_ every 1 minutes 1 times with 100% success
I've tried doing this half a dozen ways, and they all fail. The rest of the quest works perfectly until this point. Is this something that can be worked out in the future, or just a limitation I'm unaware of?

"injured -> say ####" does work on the three other nearly identical quests I made, so I know it is implemented in Vengeance.

(Quest reference)
**INDEFINITE HIATUS** Current priority list: 1. Writing Archaeologist content; 2. Revamping classic DF quests; 3. Writing new DFU quests. Only in free time, no guarantees made.

User avatar
Interkarma
Posts: 2307
Joined: Sun Mar 22, 2015 1:51 am

Re: Custom quest support

Post by Interkarma » Fri Sep 01, 2017 8:53 pm

That's interesting, both the injured condition and pick action work individually, and should work in this way also. Sounds like a bug. :)

User avatar
Jay_H
Posts: 1064
Joined: Tue Aug 25, 2015 1:54 am

Re: Custom quest support

Post by Jay_H » Fri Sep 01, 2017 9:16 pm

Should I make a topic over in Bug Reports, or are you going to keep track of this internally?
**INDEFINITE HIATUS** Current priority list: 1. Writing Archaeologist content; 2. Revamping classic DF quests; 3. Writing new DFU quests. Only in free time, no guarantees made.

User avatar
Interkarma
Posts: 2307
Joined: Sun Mar 22, 2015 1:51 am

Re: Custom quest support

Post by Interkarma » Fri Sep 01, 2017 9:47 pm

Please make a quick bug report. I'm doing some quest flow stuff this weekend - will fix this at the same time if I can. Cheers. :)

User avatar
Jay_H
Posts: 1064
Joined: Tue Aug 25, 2015 1:54 am

Re: Custom quest support

Post by Jay_H » Fri Sep 01, 2017 10:52 pm

No problem :)
**INDEFINITE HIATUS** Current priority list: 1. Writing Archaeologist content; 2. Revamping classic DF quests; 3. Writing new DFU quests. Only in free time, no guarantees made.

User avatar
Jay_H
Posts: 1064
Joined: Tue Aug 25, 2015 1:54 am

Re: Custom quest support

Post by Jay_H » Tue Sep 05, 2017 12:33 am

It seems hide NPC is working better than I thought. I was using it on NPCs generated within the Fighters Guild when it failed, but in other buildings they appear to hide properly. Probably just an issue with rapidly making them appear and disappear during the same instance.

Further testing shows me that attempting "hide npc" and "place foe" at the same time only places the foe. Looks like it still has a problem.
**INDEFINITE HIATUS** Current priority list: 1. Writing Archaeologist content; 2. Revamping classic DF quests; 3. Writing new DFU quests. Only in free time, no guarantees made.

User avatar
Interkarma
Posts: 2307
Joined: Sun Mar 22, 2015 1:51 am

Re: Custom quest support

Post by Interkarma » Tue Sep 05, 2017 1:46 am

Thanks Jay. I can confirm there are some limitations with "hide npc". I'm working on an improved setup for permanent NPCs, and will look at the "place foe"/"hide npc" combo as well. Not sure why these would have a conflict right now.

User avatar
Jay_H
Posts: 1064
Joined: Tue Aug 25, 2015 1:54 am

Re: Custom quest support

Post by Jay_H » Tue Sep 05, 2017 2:48 am

The "start quest" quest action currently supports the main questline, S000###. Are there any future plans to expand it into starting all types of quests?
**INDEFINITE HIATUS** Current priority list: 1. Writing Archaeologist content; 2. Revamping classic DF quests; 3. Writing new DFU quests. Only in free time, no guarantees made.

User avatar
Interkarma
Posts: 2307
Joined: Sun Mar 22, 2015 1:51 am

Re: Custom quest support

Post by Interkarma » Tue Sep 05, 2017 3:51 am

Yes, I have that in mind for start quest to also accept a full quest name. Will be easy to do, just haven't got there yet.

User avatar
Jay_H
Posts: 1064
Joined: Tue Aug 25, 2015 1:54 am

Re: Custom quest support

Post by Jay_H » Tue Sep 05, 2017 3:53 am

Have no rush, I'll be the first to tell you to take things easy and work as it comes naturally :)
**INDEFINITE HIATUS** Current priority list: 1. Writing Archaeologist content; 2. Revamping classic DF quests; 3. Writing new DFU quests. Only in free time, no guarantees made.

Post Reply