Reference:
ChangeFoeInfighting
Changes whether or not a quest foe is attackable by other NPCs.
Code: Select all
change foe <foe symbol> infighting true
change foe <foe symbol> infighting false
Ex:
Code: Select all
change foe _hunter_ infighting false
ChangeFoeTeam
Changes a foe's team (ie: what other foes they will fight with).
Code: Select all
change foe <foe symbol> team <mobile team name>
change foe <foe symbol> team <mobile team id>
Ex:
Code: Select all
change foe _hunter_ team KnightsAndMages
change foe _hunter_ team 19
See:
ClickedFoe
Handles player clicking on Foe (ie: MobileEnemy). The Foe has to be declared in the quest as a Foe resource.
Code: Select all
clicked foe <foe name> say <message id>
clicked foe <foe name> say <message name>
clicked foe <foe name>
Where:
- message name: see Quests-StaticMessages.txt
Ex:
Code: Select all
clicked foe _foe_ say 1014
clicked foe _foe2_ say RumorsDuringQuest
Climate
Trigger condition that triggers when the player is at a location with the right climate.
Code: Select all
climate <climate type>
climate base <base climate type>
Where:
- climate type: desert, desert2, mountain, mountainwoods, rainforest, ocean, swamp, subtropical, woodlands, hauntedwoodlands
- base climate type: desert, mountain, temperate, swamp
Ex:
Code: Select all
_desert_ task:
climate base desert
_other_ task:
when _desert_
end quest
Enemies
Makes all foes hostile, or clears (removes) them all.
Code: Select all
enemies makehostile
enemies clear
JournalNote
Adds a text entry to the player journal as a note.
Ex:
KillFoe
Kills a specified foe instantly.
Ex:
PayMoney
Take an amount from player, and start a task depending on if they could pay.
Code: Select all
pay <amount> money do <task name> otherwise do <task name>
pay <amount> gold do <task name> otherwise do <task name>
If using "pay gold", only gold pieces will be considered. Otherwise, other sources of currency (ex: letters of credit) will also be considered.
Ex:
Code: Select all
pay 50000 gold do _reward_ otherwise do _fight_
PlaySong
Plays a song from MIDI.BSA using SongFiles enum.
Ex:
See:
PromptMulti
Prompt which displays a dialog with 2-4 buttons that each execute a different task based on user selection.
Code: Select all
promptmulti <message id> <button1 id> <button2 id> ...
Note: Each button id can be followed by ":" and an arbitrary label - use this for readability!
See:
Ex:
Code: Select all
promptmulti 1072 4:noChoice _dirRand_ 24:south _headS_ 25:west _headW_ 28:swest _headSW_
Season
Trigger condition that triggers when the calendar has the specified season.
Season names are "fall", "summer", "spring", and "winter".
Ex:
Code: Select all
_summer_ task:
season summer
_other_ task:
when _summer_
end quest
SetPlayerCrime
Sets a player's crime. In Daggerfall, players only have one active crime at a time.
See:
Ex:
Code: Select all
setplayercrime Criminal_Conspiracy
SpawnCityGuards
Spawns city guards. If immediate, they will immediately rush to attack the player. Otherwise, they will have to detect the player first.
Code: Select all
spawncityguards
spawncityguards immediate
TrainPc
Shows the quest completion message, then trains the player in the specified skill and ends the quest. Intended as a quest reward.
Ex:
UnrestrainFoe
Unrestrains a foe restrained by RestrainFoe.
Ex:
Weather
Trigger condition that triggers when the weather at the current location matches the condition.
The weather types are: sunny, cloudy, overcast, fog, rain, thunder, snow.
Note: Cloudy is not implemented in DFU.
Ex:
Code: Select all
_rain_ task:
season rain
_other_ task:
when _rain_
end quest
WorldUpdate
Updates the world data system to use a specific variant for a given place (location, block, building), either for all instances, or for a particular location.
Code: Select all
worldupdate location at <location id> in region <region id> variant <variant name>
worldupdate locationnew named <location name> in region <region id> variant <variant name>
worldupdate block <block name> at <location id> in region <region id> variant <variant name>
worldupdate blockAll <block name> variant <variant name>
worldupdate building <block name> <record id> at <location id> in region <region id> variant <variant name>
worldupdate buildingAll <block name> <record id> variant <variant name>
For more info, see
viewtopic.php?f=22&t=2857
Ex:
Code: Select all
worldupdate building ARMRAM03.RMB 14 at 240 in region 52 variant _master