Quest Editor
- Allerka
- Posts: 65
- Joined: Fri Apr 24, 2020 11:07 pm
Re: Quest Editor [0.13.0]
Well, cool. I just started using VS Code at work a few months ago, and it's a great program. I'll have to try this out!
- Baler
- Posts: 225
- Joined: Thu May 23, 2019 1:39 am
- Location: Earth
Re: Quest Editor [0.13.0]
Very cool! Thank You!TheLacus wrote: ↑Sun Apr 26, 2020 9:30 pm Version 0.14.0 is available on Nexus.
This is a quick update to support msg parameter and other actions that have been added recently. I have a few improvements planned but they will be added with 0.15.
This really opens the door for people to write custom quests faster and easier.
Hidden Gem Mods - Enhanced Sky - Forgotten Quest Pack
- Jay_H
- Posts: 4073
- Joined: Tue Aug 25, 2015 1:54 am
- Contact:
Re: Quest Editor [0.13.0]
msg fix is working great! Thanks TheLacus!
And yes, this utility almost writes quests for you. It is absurdly useful and I can't imagine doing it nowadays without it.
And yes, this utility almost writes quests for you. It is absurdly useful and I can't imagine doing it nowadays without it.
- TheLacus
- Posts: 1305
- Joined: Wed Sep 14, 2016 6:22 pm
Re: Quest Editor [0.14.0]
Thanks, i'm glad you find it useful.
I'm always happy to receive feedback and feature requests if there is any.
I'm always happy to receive feedback and feature requests if there is any.
- TheLacus
- Posts: 1305
- Joined: Wed Sep 14, 2016 6:22 pm
Re: Quest Editor [0.14.0]
For the next version i'm working on a "save inspector" mode that allows to inspect a snapshot of a started quest, directly inside the editor. This is how it works:
For example, the following quest has a pick one of action with four random choices. It's simple to notice that "wraith" option wask picked and monster succesfully killed before fallback timer could run off.
- Json object is parsed from game save (specifically QuestData.txt).
- When the cursor is hovering above a task, symbol or action, the object is queried using a few known properties (i.e. symbol.original for the name of a symbol) to retrieve its data.
- If the resource is a task, list of children actions is removed.
- The result is stringified and shown on tooltip as markdown text.
For example, the following quest has a pick one of action with four random choices. It's simple to notice that "wraith" option wask picked and monster succesfully killed before fallback timer could run off.
- Interkarma
- Posts: 7249
- Joined: Sun Mar 22, 2015 1:51 am
Re: Quest Editor [0.14.0]
Oh that's exciting! Could make troubleshooting some things faster for sure.
- Jay_H
- Posts: 4073
- Joined: Tue Aug 25, 2015 1:54 am
- Contact:
Re: Quest Editor [0.14.0]
I'm trying the editor on the new quest commands, and got an error for "change foe:"
The "change foe" action is used exclusively for enemies, so I don't think it needs to refer to people.
The "change foe" action is used exclusively for enemies, so I don't think it needs to refer to people.
- TheLacus
- Posts: 1305
- Joined: Wed Sep 14, 2016 6:22 pm
Re: Quest Editor [0.14.0]
Thank you for the report.
- Jay_H
- Posts: 4073
- Joined: Tue Aug 25, 2015 1:54 am
- Contact:
Re: Quest Editor [0.14.0]
Also, the editor doesn't recognize the command "clicked foe _SYMBOL_", which was added recently: https://github.com/Interkarma/daggerfal ... ckedFoe.cs
Same with pay money task: https://github.com/Interkarma/daggerfal ... ayMoney.cs
Same with pay money task: https://github.com/Interkarma/daggerfal ... ayMoney.cs
- Magicono43
- Posts: 1142
- Joined: Tue Nov 06, 2018 7:06 am
Re: Quest Editor [0.14.0]
Thanks for making the extension btw, it has been very helpful so far for somebody completely new to the quest scripting language.