Checking a player's skill to preform task

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

Checking a player's skill to preform task

Post by Kamer »

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
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Re: Checking a player's skill to preform task

Post by Interkarma »

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

Code: Select all

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.

Code: Select all

        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
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Re: Checking a player's skill to preform task

Post by Jay_H »

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:

Code: Select all

_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

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Kamer
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Re: Checking a player's skill to preform task

Post by Kamer »

This is a bump but is similar to my original question. However I was wondering if you could check stats as well like strength?

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Hazelnut
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Re: Checking a player's skill to preform task

Post by Hazelnut »

I don't think you can do a stat check, JayH should know. If not it will be really easy to add a new action for it.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Jay_H
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Re: Checking a player's skill to preform task

Post by Jay_H »

Indeed, attributes have no checking condition for now.

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Kamer
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Re: Checking a player's skill to preform task

Post by Kamer »

If we could get those, that'd be sweet.

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Interkarma
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Re: Checking a player's skill to preform task

Post by Interkarma »

I'm adding a skill and attribute check quest action ahead of next builds. :)

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Kamer
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Re: Checking a player's skill to preform task

Post by Kamer »

Interkarma wrote: Mon Mar 18, 2019 8:34 pm I'm adding a skill and attribute check quest action ahead of next builds. :)
We already have skill checks don't we?

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Interkarma
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Re: Checking a player's skill to preform task

Post by Interkarma »

Yes that was rather unclear. What I meant was I'm adding support for attribute checks similar to skill checks.

I've barely slept in two days, things can get a bit jumbled. :oops:

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