Checking a player's skill to preform task

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Kamer
Posts: 113
Joined: Mon Mar 05, 2018 9:26 pm

Checking a player's skill to preform task

Post by Kamer » Thu May 31, 2018 2:14 am

Is there a way to do this yet? I'd like to implement a check of the pc's Orcish skill to determine whether a task will be preformed.

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Interkarma
Posts: 3495
Joined: Sun Mar 22, 2015 1:51 am

Re: Checking a player's skill to preform task

Post by Interkarma » Thu May 31, 2018 2:20 am

Hazelnut added the following trigger condition a little while back. It should work in current builds.

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when skill skillName is at least minSkillValue
Skill names are matched to DFCareer.Skills enum. So you can use one of the following (can ignore number, just use text name). I believe it will be case sensitive as well.

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        public enum Skills
        {
            None = -1,
            Medical = 0,
            Etiquette = 1,
            Streetwise = 2,
            Jumping = 3,
            Orcish = 4,
            Harpy = 5,
            Giantish = 6,
            Dragonish = 7,
            Nymph = 8,
            Daedric = 9,
            Spriggan = 10,
            Centaurian = 11,
            Impish = 12,
            Lockpicking = 13,
            Mercantile = 14,
            Pickpocket = 15,
            Stealth = 16,
            Swimming = 17,
            Climbing = 18,
            Backstabbing = 19,
            Dodging = 20,
            Running = 21,
            Destruction = 22,
            Restoration = 23,
            Illusion = 24,
            Alteration = 25,
            Thaumaturgy = 26,
            Mysticism = 27,
            ShortBlade = 28,
            LongBlade = 29,
            HandToHand = 30,
            Axe = 31,
            BluntWeapon = 32,
            Archery = 33,
            CriticalStrike = 34,
        }

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Jay_H
Posts: 1598
Joined: Tue Aug 25, 2015 1:54 am

Re: Checking a player's skill to preform task

Post by Jay_H » Thu May 31, 2018 4:35 am

I'm currently running it in a quest I made:

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_sneak_ task:
	when skill Stealth is at least 70

_safeentry_ task:
	when _ires_ and _sneak_ and _2place_
	say 1019

_nosafe_ task:
	when _ires_ and not _sneak_ and _2place_
	say 1020
	create foe _enemy2_ every 600 minutes indefinitely with 75% success
Hazelnut wrote the prime example of it for the Archaeologists mod:

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_S.02_ task:
	clicked item _text_ 
	_text_ used saying 1020 do _read_ 
	say 1040

variable _read_
_S.03_ task:
    when not _orcish_ and _read_
    say 1045
	create foe _imps_ every 1 minutes 1 times with 100% success

_safeRead_ task:
    when _orcish_ and _read_
    say 1041

_orcish_ task:
    when skill Orcish is at least 70
Try over 90 all-new quests in the first Daggerfall Unity Quest Pack.

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