EXCELLENT! I'm not already dancing because I can't clone DFU from git; Linux Unity is sort of hobbled for me
![Laughing :lol:](./images/smilies/icon_lol.gif)
I'll have to wait for new builds. I already have a few ideas in mind on how to use this.
This'll open up a looot of new doors! I know you also had some ideas on the backburner for the Archaeologists, so feel free to write them out when you have a chance.
EDIT: Good heavens, the parsing for this is
wonderful. I'm going to see how much of this weekend I can dedicate to this.
I'm wondering if (later on down the road!) a random roll can be made for quest purposes; for example, a roll between 25 and 35 running skill, and if your character exceeds the roll amount, the event flag is triggered. That's future engineering though, if it's a good idea at all.
EDIT2: Now I'm wondering. Can this only be used once per quest event, or multiple times? Here's what I mean. In DFU, if you have a "killed [monster]" condition, like so:
_victory_ task:
killed _rogue_
killed _imp_
killed _bear_
The Victory condition is triggered for
any of the three deaths rather than all. Would the same be true with skill check conditions, or if I put multiple skill checks, would they all have to be satisfied before the event fires?