-- Quest start-up:
start timer _failsafe_
prompt 1010 yes _accept_ no _deny_
_deny_ task:
say 1011
end quest
_accept_ task:
pay 150 money do _hasmoney_ otherwise do _nomoney_
_hasmoney_ task:
say 1012
end quest
_nomoney_ task:
say 1013
end quest
If you have 150 gold, it'll take it from you and do _hasmoney_. If not, you'll get _nomoney_.
That's the way it appears in the main quest backbone but I just tried to use it and the task I used it on just appears as "startup" on the quest debug and seems to be activated by default
Quest: MCMASTER
DisplayName: Mercenaries master
-- Message panels
QRC:
QBN:
Clock _delay_ 0.06:00
Clock _delay2_ 0.00:05
-- Quest start-up:
start task _l0_
_entercity_ task:
when pc enters city
start timer _delay_
_enterhamlet_ task:
when pc enters hamlet
start timer _delay_
_entervillage_ task:
when pc enters village
start timer _delay_
_enterinn_ task:
when pc enters tavernhome
start timer _delay_
_delay_ task:
start quest MCMASTER
start timer _delay2_
_delay2_ task:
end quest
_l0_ task:
_l10_task:
level 3 completed
_l20_task:
level 6 completed
_l30_task:
level 9 completed
_l40_task:
level 12 completed
_l50_task:
level 15 completed
_l60_task:
level 18 completed
_l70_task:
level 21 completed
_l80_task:
level 24 completed
_l90_task:
level 27 completed
_1_ task:
when _l0_ and not _l10_
_2_ task:
when _l0_ and not _l20_
_3_ task:
when _l20_ and not _l30_
_4_ task:
when _l30_ and not _l40_
_5_ task:
when _l40_ and not _l50_
_6_ task:
when _l50_ and not _l60_
_7_ task:
when _l60_ and not _l70_
_8_ task:
when _l70_ and not _l80_
_9_ task:
when _l80_ and not _l90_
_10_ task:
when _l90_
_start1_ task:
when _delay_ and _1_
startquest MERCENARIES
startquest MERCENARIES
_start2_ task:
when _delay_ and _2_
startquest MERCENARIES2
startquest MERCENARIES2
_start3_ task:
when _delay_ and _3_
startquest MERCENARIES3
startquest MERCENARIES3
_start4_ task:
when _delay_ and _4_
startquest MERCENARIES4
startquest MERCENARIES4
_start5_ task:
when _delay_ and _5_
startquest MERCENARIES5
startquest MERCENARIES5
_start6_ task:
when _delay_ and _6_
startquest MERCENARIES6
startquest MERCENARIES6
_start7_ task:
when _delay_ and _7_
startquest MERCENARIES7
startquest MERCENARIES7
_start8_ task:
when _delay_ and _8_
startquest MERCENARIES8
startquest MERCENARIES8
_start9_ task:
when _delay_ and _9_
startquest MERCENARIES9
startquest MERCENARIES9
_start10_ task:
when _delay_ and _10_
startquest MERCENARIES10
startquest MERCENARIES10
I know startup is always activated. What I mean is that when I run this quest through the quest debug, the part where tasks _l0_ through _l90_ (the ten tasks that use the "level x completed" condition) should appear, I instead get a string of "startup" ten times in a row.
Your tasks need a space. You have them as _l10_task when they should be _l10_ task, with a space after the _. It appears the game renames a blank task name as startup.
Jay_H wrote: ↑Mon Aug 10, 2020 11:29 pm
Your tasks need a space. You have them as _l10_task when they should be _l10_ task, with a space after the _. It appears the game renames a blank task name as startup.
Is there a command to make a quest check if the player is a member of a certain faction, or if they have a certain rank? I think there's one to check reputation (as there is at least one classic quest that checks faction reputation, that I know of) but Idk about membership or rank
E.g. what if I wanted to write a thieves guild quest where the player is sent to steal something from the mages guild, and if they have a high enough rank within the mages guild the guards that spawn inside won't attack them? Or something like that.
Last edited by imsobadatnicknames on Wed Aug 26, 2020 4:01 pm, edited 1 time in total.
How does the "when repute with (faction)is at least nn" condition work? I tried to do something with some conditions that depend on your Fightes Guild reputation. At first I tried to use it like this
_repute10_ task:
When repute with The_Fighters_Guild is at least 10
Quest editor had no problem with it but when I tried to run it in the game the questlog said the quest had failed to parse because The_Fighters_Guild isn't an individual NPC
So I tried to define a dummy NPC to stand in for the guild like this
_repute10_ task:
When repute with _guild_ is at least 10
Quest editor told me it was wrong but the quest parsed correctly this time when I started through the console. However, the _repute10_ task doesn't trigger despite the fact that my reputation with the guild is 13