Checking a player's skill to preform task
- Kamer
- Posts: 583
- Joined: Mon Mar 05, 2018 9:26 pm
Checking a player's skill to preform task
Is there a way to do this yet? I'd like to implement a check of the pc's Orcish skill to determine whether a task will be preformed.
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Checking a player's skill to preform task
Hazelnut added the following trigger condition a little while back. It should work in current builds.
Skill names are matched to DFCareer.Skills enum. So you can use one of the following (can ignore number, just use text name). I believe it will be case sensitive as well.
Code: Select all
when skill skillName is at least minSkillValue
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public enum Skills
{
None = -1,
Medical = 0,
Etiquette = 1,
Streetwise = 2,
Jumping = 3,
Orcish = 4,
Harpy = 5,
Giantish = 6,
Dragonish = 7,
Nymph = 8,
Daedric = 9,
Spriggan = 10,
Centaurian = 11,
Impish = 12,
Lockpicking = 13,
Mercantile = 14,
Pickpocket = 15,
Stealth = 16,
Swimming = 17,
Climbing = 18,
Backstabbing = 19,
Dodging = 20,
Running = 21,
Destruction = 22,
Restoration = 23,
Illusion = 24,
Alteration = 25,
Thaumaturgy = 26,
Mysticism = 27,
ShortBlade = 28,
LongBlade = 29,
HandToHand = 30,
Axe = 31,
BluntWeapon = 32,
Archery = 33,
CriticalStrike = 34,
}
- Jay_H
- Posts: 4072
- Joined: Tue Aug 25, 2015 1:54 am
- Contact:
Re: Checking a player's skill to preform task
I'm currently running it in a quest I made:
Hazelnut wrote the prime example of it for the Archaeologists mod:
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_sneak_ task:
when skill Stealth is at least 70
_safeentry_ task:
when _ires_ and _sneak_ and _2place_
say 1019
_nosafe_ task:
when _ires_ and not _sneak_ and _2place_
say 1020
create foe _enemy2_ every 600 minutes indefinitely with 75% success
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_S.02_ task:
clicked item _text_
_text_ used saying 1020 do _read_
say 1040
variable _read_
_S.03_ task:
when not _orcish_ and _read_
say 1045
create foe _imps_ every 1 minutes 1 times with 100% success
_safeRead_ task:
when _orcish_ and _read_
say 1041
_orcish_ task:
when skill Orcish is at least 70
- Kamer
- Posts: 583
- Joined: Mon Mar 05, 2018 9:26 pm
Re: Checking a player's skill to preform task
This is a bump but is similar to my original question. However I was wondering if you could check stats as well like strength?
- Hazelnut
- Posts: 3016
- Joined: Sat Aug 26, 2017 2:46 pm
- Contact:
Re: Checking a player's skill to preform task
I don't think you can do a stat check, JayH should know. If not it will be really easy to add a new action for it.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- Jay_H
- Posts: 4072
- Joined: Tue Aug 25, 2015 1:54 am
- Contact:
Re: Checking a player's skill to preform task
Indeed, attributes have no checking condition for now.
- Kamer
- Posts: 583
- Joined: Mon Mar 05, 2018 9:26 pm
Re: Checking a player's skill to preform task
If we could get those, that'd be sweet.
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Checking a player's skill to preform task
I'm adding a skill and attribute check quest action ahead of next builds.
- Kamer
- Posts: 583
- Joined: Mon Mar 05, 2018 9:26 pm
Re: Checking a player's skill to preform task
We already have skill checks don't we?Interkarma wrote: ↑Mon Mar 18, 2019 8:34 pm I'm adding a skill and attribute check quest action ahead of next builds.
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Checking a player's skill to preform task
Yes that was rather unclear. What I meant was I'm adding support for attribute checks similar to skill checks.
I've barely slept in two days, things can get a bit jumbled.
I've barely slept in two days, things can get a bit jumbled.