Quest Editor

For all talk about quests. Creating, testing, bugs, and development progress.
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TheLacus
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Re: Quest Editor

Post by TheLacus » Tue Jun 18, 2019 9:43 am


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Jay_H
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Re: Quest Editor

Post by Jay_H » Tue Jun 18, 2019 12:10 pm

Image

Thank you for your continued work on this :)
Come join the Unofficial Daggerfall Unity Discord.
See the Daggerfall Unity Wiki on the UESP.
Progress on fixing classic quests here.

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TheLacus
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Re: Quest Editor

Post by TheLacus » Fri Jun 21, 2019 8:29 pm

Thanks Jay :)
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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Jay_H
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Re: Quest Editor

Post by Jay_H » Fri Aug 09, 2019 6:53 pm

I'm getting a redline for this task under Dispel-Undead:

Code: Select all

_inside_ task:
    say 1010
    cast Dispel-Undead effect do _cast_
The name 'Dispel-Undead' doesn't exist in the attribute group 'effectKey'.dftemplate(9)
https://github.com/Interkarma/daggerfal ... lUndead.cs

I think I have the effect key correct.
Come join the Unofficial Daggerfall Unity Discord.
See the Daggerfall Unity Wiki on the UESP.
Progress on fixing classic quests here.

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TheLacus
Posts: 883
Joined: Wed Sep 14, 2016 6:22 pm
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Re: Quest Editor

Post by TheLacus » Tue Aug 20, 2019 5:01 pm

Jay_H wrote:
Fri Aug 09, 2019 6:53 pm
I'm getting a redline for this task under Dispel-Undead:

Code: Select all

_inside_ task:
    say 1010
    cast Dispel-Undead effect do _cast_
The name 'Dispel-Undead' doesn't exist in the attribute group 'effectKey'.dftemplate(9)
https://github.com/Interkarma/daggerfal ... lUndead.cs

I think I have the effect key correct.
Thanks Jay, i appreciate all your feedback; i probably need to update list of effects :)

I think the biggest remaining issue now is that quest files use .txt extension, so is not possible to provide a language association (i.e. .cs for C#).
I have been wondering if we could take example from Linux with shebangs

Code: Select all

#!/usr/bin/env python
or Vim with modelines

Code: Select all

# vim: ts=4:sw=4:et:ft=js
Basically, the idea is to put an identifier on the first line of quest files. This removes the need to override text files associations for every workspace, and also works if you open a single file.
There is already an extension for this, so it would be easy for me to support.

Code: Select all

-- code: language=dftemplate

Quest: JHMG001
DisplayName: An Illusory Hunt
QRC:
Would you consider it an improvement over current solution?
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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Jay_H
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Re: Quest Editor

Post by Jay_H » Tue Aug 20, 2019 5:30 pm

I organize my workspaces to use .txt files exclusively, so I automatically apply DFTemplate to everything. It wouldn't affect me per se.
Come join the Unofficial Daggerfall Unity Discord.
See the Daggerfall Unity Wiki on the UESP.
Progress on fixing classic quests here.

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