Quest Editor [0.14.0]

For all talk about quest development - creation, testing, and quest system bug diagnosis.
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TheLacus
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Re: Quest Editor [0.12.0]

Post by TheLacus » Tue Oct 22, 2019 6:24 pm

Here something i'm experimenting with.

When you open Daggerfall Unity source (or a multi-root workspace that includes DU files), commands 'go to definiton' and 'peek definition' on a TEMPLATE action point to the C# source file:

templateToCsharp.png
templateToCsharp.png (83.49 KiB) Viewed 1006 times
the other way around also works: a console command finds all references of C# action inside quests that are available in workspace

CsharpToTemplate.png
CsharpToTemplate.png (105.27 KiB) Viewed 1006 times

I think it's great how it all fits together when you open the repository with VS Code. :D
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Hazelnut
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Re: Quest Editor [0.12.0]

Post by Hazelnut » Tue Oct 22, 2019 6:25 pm

That's freaking awesome.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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BadLuckBurt
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Re: Quest Editor [0.12.0]

Post by BadLuckBurt » Tue Oct 22, 2019 6:58 pm

Holy.....
I'd ask if you're a wizard but your avatar clearly shows you're a Lich :lol:

That's freaking amazing, I hope to get into quests soon after I wrap up some stuff I'm working on.
Daggerfall Unity on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
Daggerfall Unity on Nexus Mods: https://www.nexusmods.com/daggerfallunity
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Hazelnut
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Re: Quest Editor [0.12.0]

Post by Hazelnut » Thu Oct 24, 2019 11:51 am

Is that feature (linking to c# scripts) in the released version yet? I got 0.12.0 and if it's in there, it doesn't work for me.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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TheLacus
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Re: Quest Editor [0.12.0]

Post by TheLacus » Thu Oct 24, 2019 5:16 pm

Hazelnut wrote:
Thu Oct 24, 2019 11:51 am
Is that feature (linking to c# scripts) in the released version yet? I got 0.12.0 and if it's in there, it doesn't work for me.
No ;)
TheLacus wrote:
Tue Oct 22, 2019 6:24 pm
Here something i'm experimenting with.
Mod System documentation - Learn how to create mods for Daggerfall Unity.
Modder Discussion - General help and discussion for the mod system.
Github Issues - Submit a bug report for the game, including the mod system.

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TheLacus
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Re: Quest Editor [0.13.0]

Post by TheLacus » Mon Nov 11, 2019 5:50 pm

Version 0.13.0 available on Nexus.
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Jay_H
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Re: Quest Editor [0.13.0]

Post by Jay_H » Fri Apr 24, 2020 12:37 am

A valid quest expression is considered invalid:

Image

Its effect is to display message 1012 once the first spawn happens. I just tested it in 0.10.22 and it works.
Come join Lysandus' Tomb, a Daggerfall Unity fan Discord.
In-progress guide for Quest Pack 1 here.

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TheLacus
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Re: Quest Editor [0.13.0]

Post by TheLacus » Sat Apr 25, 2020 10:54 pm

Thank you for telling me Jay. I'll fix it and update the list of actions and conditions.
New version of VSCode also introduced support for semantic highlighting, which should allow for a better match of TEMPLATE symbols, global variables and everything that doesn't have consistent syntax.
Mod System documentation - Learn how to create mods for Daggerfall Unity.
Modder Discussion - General help and discussion for the mod system.
Github Issues - Submit a bug report for the game, including the mod system.

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Jay_H
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Re: Quest Editor [0.13.0]

Post by Jay_H » Sun Apr 26, 2020 12:43 am

Thank you :) Never urgent but I'm happy to give feedback.
Come join Lysandus' Tomb, a Daggerfall Unity fan Discord.
In-progress guide for Quest Pack 1 here.

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TheLacus
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Re: Quest Editor [0.13.0]

Post by TheLacus » 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.
Mod System documentation - Learn how to create mods for Daggerfall Unity.
Modder Discussion - General help and discussion for the mod system.
Github Issues - Submit a bug report for the game, including the mod system.

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