Custom quest support

For all talk about quest development - creation, testing, and quest system bug diagnosis.
Jay_H
Posts: 3419
Joined: Tue Aug 25, 2015 1:54 am

Re: Custom quest support

Post by Jay_H »

A classic quest uses this action. See K0C00Y05:

Code: Select all

Person _knight_ face 216 faction The_Fighters_Guild

_metal_ task:
	repute with _knight_ exceeds 10 do _S.03_ 
	place npc _child_ at _childlocale_ 
The "when repute with" condition only works for literal people, not groups. I dunno why but it is so :P
Farewell DFU community! My time here has been a joy.

imsobadatnicknames
Posts: 233
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: Custom quest support

Post by imsobadatnicknames »

Damn, that's a bummer. Thank you :p
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

imsobadatnicknames
Posts: 233
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: Custom quest support

Post by imsobadatnicknames »

I want a quest to detect when the pplayer enters one of those outdoor wilderness shrines. Is "cult" the correct location type for them?
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

Jay_H
Posts: 3419
Joined: Tue Aug 25, 2015 1:54 am

Re: Custom quest support

Post by Jay_H »

Yeah, that's right. That'll trigger any time you enter any wilderness shrine.
Farewell DFU community! My time here has been a joy.

imsobadatnicknames
Posts: 233
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: Custom quest support

Post by imsobadatnicknames »

That's excatly what I want. Thank you!
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

imsobadatnicknames
Posts: 233
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: Custom quest support

Post by imsobadatnicknames »

Does the "make pc ill with (Disease)" quest command actually work? I tried to do something with it

Code: Select all

Quest: PGILLNESS1
DisplayName: Illness 1
-- Message panels

QRC:

Message: 1020
<ce> "%god says to you:
<ce> %pcf. I hold no animosity for you, but,
<ce> much like every person in the world
<ce> you have made many mistakes you must atone for.
<ce> The road to redemption is a long one. Much like this
<ce> disease must be purged, you must purge your past deeds
<ce> before they consume you."

QBN:
Clock _end_ 0.00:05

--	Quest start-up:
    say 1020
    pick one of _1_ _2_ _3_ _4_ _5_ _6_ _7_ _8_ _9_ _10_ _11_ _12_ _13_ _14_ _15_ _16_ 
    start timer _end_

_end_ task:
    end quest

_1_ task:
    make pc ill with Witches'_Pox

_2_ task:
    make pc ill with Plague

_3_ task:
    make pc ill with Yellow_Fever

_4_ task:
    make pc ill with Stomach_Rot

_5_ task:
    make pc ill with Consumption

_6_ task:
    make pc ill with Brain_Fever

_7_ task:
    make pc ill with Swamp_Rot

_8_ task:
    make pc ill with Caliron's_Curse

_9_ task:
    make pc ill with Cholera

_10_ task:
    make pc ill with Leprosy

_11_ task:
    make pc ill with Wound_Rot

_12_ task:
    make pc ill with Red_Death

_13_ task:
    make pc ill with Blood_Rot

_14_ task:
    make pc ill with Typhoid_Fever

_15_ task:
    make pc ill with Dementia

_16_ task:
    make pc ill with Wizard_Fever

But it doesn't seem to do anything. Even after I should have cotnracted one of those diseases through the quest, fast-travelling doesn't trigger the "You're ill and might not survive the trip" message, and my attributes don't seem to be draining.
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

Jay_H
Posts: 3419
Joined: Tue Aug 25, 2015 1:54 am

Re: Custom quest support

Post by Jay_H »

Are you level 1?
Farewell DFU community! My time here has been a joy.

imsobadatnicknames
Posts: 233
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: Custom quest support

Post by imsobadatnicknames »

Oooh yeah. I was testing this on a level 1 character. Are level 1 characters immune to diseases then?
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

imsobadatnicknames
Posts: 233
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: Custom quest support

Post by imsobadatnicknames »

Also, another question, does the "cure (Disease)" command cure the disease no matter the source, or can it only cure a disease that was inflicted by the same quest earlier?
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

Jay_H
Posts: 3419
Joined: Tue Aug 25, 2015 1:54 am

Re: Custom quest support

Post by Jay_H »

Yep, it's newbie protection.

I don't know about the cure disease command; actually haven't used it myself.
Farewell DFU community! My time here has been a joy.

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