Jay_H wrote: ↑Fri Sep 07, 2018 3:56 am
This is inside a custom quest I'm writing. I'm putting it in bugs instead of quest support since these quest actions are well settled in DFU development, but it can be moved.
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Person _crow_ faction The_Crow
_begin_ task:
clicked npc _crow_
give pc _reward_
prompt 1011 yes _join_ no _refuse_
stop timer _initial_
Expected behavior:
When The Crow is clicked, quest actions should proceed immediately.
Current behavior:
The Crow opens a normal dialogue window. Once it closes, he moves on to the quest actions.
Full quest text
Looking at this quickly, it's likely your issue is the use of "give pc _reward_". This variant of the action will
always open a dialogue window with QuestComplete message. It's used for finishing up a quest with quest giver in guilds and marking quest succeeded. Here's how I describe the behaviours of different GivePc variants.
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/// <summary>
/// Give a quest Item to player. This has three formats:
/// * "give pc anItem" - Displays QuestComplete success message and opens loot window with reward. Could probably be called "give quest reward anItem".
/// * "give pc nothing" - Also displays QuestComplete success message but does not open loot window as no reward.
/// * "give pc anItem notify nnnn" - Places item directly into player's inventory and says message ID nnnn.
/// </summary>
If you don't want to open that dialog window, you can use the "silently" tag. But this won't fire indoors.
Probably best to use "get item" instead, but this doesn't mark quest as succeeded for rumours and the like.
If you need the success flag, then structure "give item" to happen at a different point in quest flow. It's meant to be used at the very end of a quest.
For defining your quest NPC, the following should be adequate: