Custom quest support

For all talk about quest development - creation, testing, and quest system bug diagnosis.
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Jay_H
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Re: Custom quest support

Post by Jay_H » Thu Jun 04, 2020 10:17 pm

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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In-progress guide for Quest Pack 1 here.

imsobadatnicknames
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Joined: Sun Jun 02, 2019 4:28 pm

Re: Custom quest support

Post by imsobadatnicknames » Thu Jun 04, 2020 10:23 pm

Oh, alright. Thank you! A shame tho. Guess I'll have to work around that too.

imsobadatnicknames
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Joined: Sun Jun 02, 2019 4:28 pm

Re: Custom quest support

Post by imsobadatnicknames » Fri Jun 05, 2020 1:14 am

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:

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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_

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Jay_H
Posts: 3280
Joined: Tue Aug 25, 2015 1:54 am

Re: Custom quest support

Post by Jay_H » Fri Jun 05, 2020 1:21 am

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.
Come join Lysandus' Tomb, a Daggerfall Unity fan Discord.
In-progress guide for Quest Pack 1 here.

imsobadatnicknames
Posts: 20
Joined: Sun Jun 02, 2019 4:28 pm

Re: Custom quest support

Post by imsobadatnicknames » Fri Jun 05, 2020 1:31 am

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.
Attachments
PopulatedBuildings.rar
(1.25 KiB) Downloaded 4 times

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Jay_H
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Re: Custom quest support

Post by Jay_H » Fri Jun 05, 2020 1:54 am

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.
Come join Lysandus' Tomb, a Daggerfall Unity fan Discord.
In-progress guide for Quest Pack 1 here.

imsobadatnicknames
Posts: 20
Joined: Sun Jun 02, 2019 4:28 pm

Re: Custom quest support

Post by imsobadatnicknames » Fri Jun 05, 2020 2:02 am

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.

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Jay_H
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Re: Custom quest support

Post by Jay_H » Fri Jun 05, 2020 2:10 am

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.
Come join Lysandus' Tomb, a Daggerfall Unity fan Discord.
In-progress guide for Quest Pack 1 here.

imsobadatnicknames
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Joined: Sun Jun 02, 2019 4:28 pm

Re: Custom quest support

Post by imsobadatnicknames » Fri Jun 05, 2020 2:20 am

Alright, I'm writting him a PM rn.

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harbinger451
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Joined: Mon Apr 13, 2020 4:08 pm

Re: Custom quest support

Post by harbinger451 » Sun Jun 28, 2020 6:10 pm

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 ...

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clicked _qgiver_ and at least 100 gold otherwise do _pcpoor_
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 ...

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Item _amount_ gold range 3 to 333
If that was declared, would the following line in a task work ...

Code: Select all

clicked _qgiver_ and at least _amount_ gold otherwise do _pcpoor_
I hope that makes sense.
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