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Help the Noob Create a Quest

 
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SoggyMeadMug
Untrained


Joined: 03 Nov 2009
Posts: 4

PostPosted: Tue Nov 03, 2009 5:18 am    Post subject: Help the Noob Create a Quest Reply with quote

Hello, I've recently begun learning how to make a mod, after years of taking blind stabs at it I finaly tried looking on the tubes, AMTUT was an imense help in basics but now that i'm trying to make a quest i seem to have hit a brick wall. Everythng works out until the PC tries to tell the NPC that the quest is completed, instead it's either replaced by an exit dialogue or i simply can't start dialogue with the NPC. Yes, I'm a noob and i assume it's some stupid thing that i mucked up but i can't figure it out. the script for killing the rat (it's actualy a singlular rat that triggers the quest state 3 because i wanted to figure out how to actualy finish a quest before tackling the problem of multiple things to kill) should be right, it follows exactly what is shown in AMTUT. anyways heres the dialogue for the quest im trying to accomplish, thanks for your time.

{1}{G:}{G:}{}{}{}{}
{2}{May I take a look at your trade goods?}{}{5}{}{20}{}
{3}{Me Wan' trade things.}{}{-4}{}{20}{}
{4}{Who are you?}{}{1}{qu1000 0}{40}{}
{5}{I'll kill the rats for you.}{}{1}{qu1000 1}{55}{}
{6}{Where's your garden again?}{}{1}{qu1000 2}{60}{}
{7}{I killed the rats in your garden sir.}{}{5}{qu1000 3}{65}{}
{8}{Rats be all deaded.}{}{-4}{qu1000 3}{65}{}
{7}{E:}{}{1}{}{0}{}

{20}{Certainly sir.}{Right away ma’am.}{}{}{}{}
{21}{B:}{}{1}{}{0}{}
{23}{F:}{}{1}{}{0}{}

{30}{I don't want to talk about it! is there something else I can do for you?}{}{}{}{}{}
{31}{Is there any work to be had around here?}{}{5}{qu1000 0}{50}{}
{32}{You got work for me?}{}{-4}{qu1000 0}{50}{}
{33}{E:}{}{1}{}{0}{}

{40}{My name is James, I'm living here as my uncle John's apprentice...[he hangs his head in shame] after being expelled from sorceror school. I swear I didn't mean to turn him into a half man, half bear half pig!}{}{}{}{}{}
{41}{A half man, half bear, half pig? but that makes three halves...}{}{5}{}{30}{}
{42}{May I take a look at your trade goods?}{}{5}{}{20}{}
{43}{Me Wan' trade things.}{}{-4}{}{20}{}
{44}{E:}{}{1}{}{0}{}

{50}{Well, actualy, I could use some help killing those damm rats that infested my garden out back.}{}{}{}{}{qu1000 1}
{51}{I shall exterminate them immediately.}{}{5}{}{55}{}
{52}{Me go kill 'em now.}{}{-4}{}{55}{}
{53}{E:}{}{1}{}{0}{}

{55}{Perfect. The garden is through this door right behind me, but whatever you do dont go near my uncle's special mushroom patch, he doesn't let anyone go near them, not even Kapziel.}{}{}{}{}{qu1000 2}
{56}{A:}{}{1}{}{0}{}

{60}{It's right through the door behind me! Wheren't you listening?}{}{}{}{}{qu1000 2}
{61}{A:}{}{1}{}{0}{}

{65}{Good job, you're welcome to take whatever you like from my my garden whenever you need it. Was there anything else?}{}{}{}{}{qu1000 4}
{66}{Yes, can I take a look at your trade goods?}{}{5}{}{20}{}
{67}{Yup, us trade stuff}{}{-4}{}{20}{}
{68}{Yes, I thought you know theres a rat that made his way into your uncle's mushroom patch and I can't get to it}{}{5}{}{70}{}
{69}{A:}{}{1}{}{0}{}

{70}{WHAT!? You need to go tell him now! He's going to go mad over this!}{}{}{}{}{}
{71}{E:}{}{1}{}{0}{}
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rroyo
Alchemistæ Metallum Magnus
Alchemistæ Metallum Magnus


Joined: 13 Oct 2006
Posts: 2863

PostPosted: Tue Nov 03, 2009 2:21 pm    Post subject: Reply with quote



Welcome to the forum, SoggyMeadMug!

I took a few minutes to check out your script and the links appear to be good. Check the flag-setting for the rat. Perhaps it's not getting triggered.

One thing that did catch my attention is the missing female dialogs in lines 30, 40, 50, 55, 60, 65, & 70. If you're using a female PC for your testing, that'll give you several problems right there.
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SoggyMeadMug
Untrained


Joined: 03 Nov 2009
Posts: 4

PostPosted: Tue Nov 03, 2009 8:43 pm    Post subject: Reply with quote

Thanks for the help rroyo, I was under the impression that if you didn't enter female text it would go to the male text instead if you were a female character, right? I've been using a male for testing anyways tho. I'm a bit confused by your suggestion, what flag do you mean? i'm still pretty fuzzy on the concepts of global/PC flags and variables, and i dont think any of the flags in worlded (off, flat, see through) have an effect on the issue right?
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SoggyMeadMug
Untrained


Joined: 03 Nov 2009
Posts: 4

PostPosted: Tue Nov 03, 2009 8:47 pm    Post subject: Reply with quote

My apologies for double posting but i figured i'd show you the scr file in case that's the problem.
0. set PC Player quest 1000 to state 3
1. return and RUN default
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Mesteut
Lord


Joined: 28 Jun 2009
Posts: 363
Location: Istanbul (Not Constantinople)

PostPosted: Tue Nov 03, 2009 9:11 pm    Post subject: Reply with quote

I think you could change quest states through direct dialogue.

Oh, and it should be "Return and SKIP default"
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Elder Joachim
Expert


Joined: 28 May 2008
Posts: 75

PostPosted: Tue Nov 03, 2009 9:32 pm    Post subject: Reply with quote

SoggyMeadMug wrote:
I was under the impression that if you didn't enter female text it would go to the male text instead if you were a female character, right?

Yes, that's true. The engine replaces a missing female line with the male one, however, only a few lines in original dialogs make use of this feature (probably unintentionally). I'd say, this is more of an undocumented feature than the standard.

SoggyMeadMug wrote:
My apologies for double posting

Your apologies aren't accepted.


Mesteut wrote:
Oh, and it should be "Return and SKIP default"

No, it shouldn't. RETURN AND SKIP DEFAULT does nothing in the DYING script attachment point. Moreover, RETURN AND RUN DEFAULT should be preferable at all times, unless you deliberately want to disable something, e.g. using RETURN AND SKIP DEFAULT in a heartbeat script disables the critter's AI.
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Mesteut
Lord


Joined: 28 Jun 2009
Posts: 363
Location: Istanbul (Not Constantinople)

PostPosted: Tue Nov 03, 2009 10:26 pm    Post subject: Reply with quote

Weirdly, in my little modules, the basic return and skip default always worked for me. Especially when dialogues were concerned. When the creature dies, is a whole another matter it seems (your say goes, I'm not the person who made UAP). I always did them with global flags and counters and completed the quest on return, so didn't notice the off thing in dying scripts.

P.S. Soggy - Is that me, or did you make a South Park reference with the manbearpig?
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Elder Joachim
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Joined: 28 May 2008
Posts: 75

PostPosted: Tue Nov 03, 2009 10:31 pm    Post subject: Reply with quote

Mesteut wrote:
Weirdly, in my little modules, the basic return and skip default always worked for me. Especially when dialogues were concerned. When the creature dies, is a whole another matter it seems (your say goes, I'm not the person who made UAP). I always did them with global flags and counters and completed the quest on return, so didn't notice the off thing in dying scripts.

RETURN AND SKIP DEFAULT is used in dialogs to disable the generated dialog stuff.

If you're curious about effects of RETURN AND SKIP DEFAULT in various script attachment points, check the WorldEd manual, starting at page 103.
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Mesteut
Lord


Joined: 28 Jun 2009
Posts: 363
Location: Istanbul (Not Constantinople)

PostPosted: Tue Nov 03, 2009 10:38 pm    Post subject: Reply with quote

Will do. Thanks for the headsup.
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SoggyMeadMug
Untrained


Joined: 03 Nov 2009
Posts: 4

PostPosted: Fri Nov 06, 2009 12:34 am    Post subject: Reply with quote

Well, I understand more about global flags and such but i'm still not moving forward with quest creation here... Would it be possible for someone to send me a complete dlg file and all other related files (scr and where-ever else it may be referenced) or at least a description of what they should look like.

And yes it is a south-park refference.
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