Custom quest support
- Jay_H
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Re: Custom quest support
There's no way to restart a timer during the same quest, as far as I know. You'd need a new instance of the quest to start. You could buffer them out with multiple timers and multiple restrain actions.
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Re: Custom quest support
Oh, alright. Thank you! A shame tho. Guess I'll have to work around that too.
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0
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Re: Custom quest support
Hey, sorry about the double post, but I was hoping someone could help me check my code? The quests aren't activating the way they should.
Like I said, I have a quest called PB-STARTUP which should activate when the player starts a new game. It should then show a prompt asking the player if they want to activate Populated Buildings. If the player answers no, a task called _quit_ is activated and the quest ends. If the player answers yes, a task called _start_ activates, which proceeds to start a second quest called PB-MASTER, and then PB-STARTUP ends.
When I start a new game I get the "Activate Populated Buildings?" prompt, but when I answer yes nothing happens (PB-MASTER should show an on-screen text when it's started). I used the quest debug mode and it shows me that the "yes" button succesfully activates the _start_ task and then PB-STARTUP ends, but PB-MASTER doesn't appear among my active quests. I already checked if it was a filename problem but both filenames are written correctly so idk what it might be.
Here's the code for both quests again:
Like I said, I have a quest called PB-STARTUP which should activate when the player starts a new game. It should then show a prompt asking the player if they want to activate Populated Buildings. If the player answers no, a task called _quit_ is activated and the quest ends. If the player answers yes, a task called _start_ activates, which proceeds to start a second quest called PB-MASTER, and then PB-STARTUP ends.
When I start a new game I get the "Activate Populated Buildings?" prompt, but when I answer yes nothing happens (PB-MASTER should show an on-screen text when it's started). I used the quest debug mode and it shows me that the "yes" button succesfully activates the _start_ task and then PB-STARTUP ends, but PB-MASTER doesn't appear among my active quests. I already checked if it was a filename problem but both filenames are written correctly so idk what it might be.
Here's the code for both quests again:
Code: Select all
Quest: PB-STARTUP
DisplayName: PBStartup
-- Message panels
QRC:
Message: 1010
<ce> Activate Populated Buildings?
QBN:
-- Quest start-up:
prompt 1010 yes _start_ no _quit_
_start_ task:
start quest PB-MASTER
end quest
_quit_ task:
end quest
Code: Select all
Quest: PB-MASTER
DisplayName: PBmaster
-- Message panels
QRC:
Message: 1010
<ce> NPCs will spawn in shops, taverns,
<ce> guilds and temples
QBN:
-- Quest start-up:
say 1010
_entercity_ task:
when pc enters city
start quest PB-G
clear _exitcity_
_exitcity_ task:
when pc exits city
clear _entercity_
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0
- Jay_H
- Posts: 4070
- Joined: Tue Aug 25, 2015 1:54 am
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Re: Custom quest support
The only thing I can think of is to set a "delay" timer of maybe 1 in-game minute before the quest ends. That way it can ensure it starts, just in case the tasks fire out of order.
If you upload the quests and questlist in a zip, I can see if I recognize anything.
If you upload the quests and questlist in a zip, I can see if I recognize anything.
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- Location: Colombia
Re: Custom quest support
Alright, here are the files, thank you so much!
I'm gonna try your delay approach and see if it works.
Edit: I tried setting a one-minute delay but I get pretty much the same result. The quest debug shws that both _start_ (which should have started the second quest) and _delay_ (which ends the first quest)were fired up succesfully, but the second quest never starts for some reason.
I'm gonna try your delay approach and see if it works.
Edit: I tried setting a one-minute delay but I get pretty much the same result. The quest debug shws that both _start_ (which should have started the second quest) and _delay_ (which ends the first quest)were fired up succesfully, but the second quest never starts for some reason.
- Attachments
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- PopulatedBuildings.rar
- (1.25 KiB) Downloaded 129 times
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0
- Jay_H
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- Joined: Tue Aug 25, 2015 1:54 am
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Re: Custom quest support
Yeah, the issue I'm getting is that it says each quest is "undefined." I really have no idea why this is occurring; it's simply not detecting the quest files inside /StreamingAssets/QuestPacks/PopulatedBuildings, nor if I move them to /Questpacks/ or /Quests/. Haven't seen this happen. Hazelnut's the creator of the quest list system, so that'd the person with the expertise on this.
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Re: Custom quest support
Hmmm, the "undefined" thing makes me think maybe it is because only PB-STARTUP is listed on the questlist? That's weird tho, because I used your Dungeon Randomizer mod for reference and that one also only has the first quest listed on the questlist. I will try to define the other quests on the questlist and see how it goes, tho.
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0
- Jay_H
- Posts: 4070
- Joined: Tue Aug 25, 2015 1:54 am
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Re: Custom quest support
No, it's designed properly. That's why it's so odd. I recommend sending Hazelnut a PM or something to see why this isn't working, since I think it should be... as an intermediate user of it.
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- Location: Colombia
Re: Custom quest support
Alright, I'm writting him a PM rn.
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0
- harbinger451
- Posts: 191
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Re: Custom quest support
Does anyone know if it is possible to have the player pay a random amount of gold to a quest qiver or other quest npc. I know you can have them pay a set amount with a line something like this in the task ...
Is it possible to replace the exact amount with a range like you can with aa amount to be rewarded to the player, where you would declare it as an item gold range as follows ...
If that was declared, would the following line in a task work ...
I hope that makes sense.
Code: Select all
clicked _qgiver_ and at least 100 gold otherwise do _pcpoor_
Code: Select all
Item _amount_ gold range 3 to 333
Code: Select all
clicked _qgiver_ and at least _amount_ gold otherwise do _pcpoor_