Can anybody help me? I am new to modding and i need some help to put some quests in. I have read all available documents but they don't explain how to do it very well. If anybody can help me please post a reply here or send any suggestions to trekkerdude@aol.com Thanks
Guest, welcome to Arcanum modding!!! I will try to explain this. My mod "The Orcs Attack" will have a lot of quests, but for simplicity's sake, I'll start with an easier quest. By doing this I'm assuming you have SOME dialog experience. If not, you should read that part in AMTUT. Sample Quest: {1}{Hey, I need a quest done.}{Hey, I need a quest done.}{}{}{}{} {2}{What quest?}{}{1}{}{20}{qu1000 1} //Notice the 'qu1000 1' in the last bracket. This sets Quest 1000 to the state 'Mentioned' I will give you a list of quest 'states' below. {3}{E:}{}{1}{}{0}{} {20}{Kill the guy next to me.}{Kill the guy next to me.}{}{}{}{} {21}{Okay.}{}{1}{}{0}{qu1000 2} {22}{No.}{}{1}{}{0}{qu1000 6} Quest States: 1 - Mentioned 2 - Accepted 3 - Done but not reported 4 - Completed 6 - Botched Alright, now save the dialog file. Now, create the script file. The script file is the usual simple one. 1. dialog 1 2. return and SKIP default Now, make the man the player has to kill. Attach a script that looks like this to him: 1. player destroys object Atachee (it's something like that) THEN set quest 1000 to state 4 (State 4 is completed) Of course, if you haven't read DarkUnderlord's AMTUT, visit his web site. If you still have trouble, e-mail me at Jayket_10@hotmail.com and I'll try to help you. Or, e-mail me if you need to make a more complex quest. Put in the subject line 'Arcanum Question' so that I know it's not spam.
quest help Thanks very much for that. I have followed your instructions and managed to get it so that the quest shows up as completed in the log book. I have another question for you now. How do it get it so that i can talk to the women (from you example) again and get her to give me some money for completing the quest.
This might help Quests Quests are treated specially by the script system. Each quest has an associated global quest structure, which, among other fields, contains a quest status variable and quest dialog entry points for each state of that variable. The seven states are: State Number Description Unknown 0 the NPC has never talked about the quest to the PC, so the PC has no knowledge of it Mentioned 1 the NPC has mentioned the quest, but the PC has not accepted it Accepted 2 the PC has agreed to do the quest Achieved 3 the PC has achieved the goal of the quest, but has to return to the NPC to report it Completed 4 the PC has finished the quest by achieving and reporting the goal Other 5 another PC has completed this quest Botched 6 the quest can no longer be completed by anyone. Perhaps the item was destroyed or the victim killed. Note that most of the quest structure must be kept in a PC-related data area, in case two PC’s are trying to do the same quest. One PC may have accepted the quest, while another has never heard of it before, and the NPC must react appropriately to each PC. However, each quest has a global state which indicates that it is completed or botched, so that the NPC may check this flag and react appropriately. Note also that many quests can only be completed by one PC (e.g. there is only one little girl to rescue), but remember that any experience rewarded to a PC will automatically be shared by any team member in the vicinity. Finally, note that quest states can only increase (ie. move from one state to a higher numbered state) with one exception – a quest can be botched in any state and if unbotched, it will return to its earlier (low numbered) state. To mention a quest, use the dialog text line Q:N as a PC response, where N is the quest number. The appropriate dialog line is inserted based on the quest state. For example, if the NPC has never mentioned the quest, the unknown dialog entry point is used. If the player accepts the quest, the line is replaced with the accepted dialog entry point. Here’s an example involving rescuing a prince’s daughter. Given a quest that has the following structure to it: Quest Status Dialog Entry Point Unknown 5 Mentioned 6 Accepted 7 Achieved 7 Completed -1 Other -1 Botched -1 We can make a dialog as follows: {1}{What brings you before me?}{What is it madam?}{}{}{}{} {2}{Q:1}{}{0}{}{0}{} {3}{Nothing. Bye.}{}{1}{}{0}{} {4}{The following are quest responses.}{}{}{} {5}{I have heard you have a job available to a resourceful individual}{}{5}{}{10}{qu 1 1} {6}{I have come to discuss the rescue of your daughter.}{}{5}{}{20}{} {7}{I have found your daughter}{}{5}{}{script call to check this, If true, set quest completion, give player lots of gold, add 50 to reaction and goto 60, else lower reaction by 20 and goto 70}{} {10}{Yes, my daughter has been kidnapped by ruffians. Can you rescue her?}{ Yes, my daughter has been kidnapped by ruffians. Can you rescue her?}{}{}{}{} {11}{Yes.}{}{1}{}{50}{qu 1 2} {12}{Maybe. I’ll come back.}{}{1}{}{0}{} {20}{Have you decided to rescue my daughter?}{ Have you decided to rescue my daughter?}{}{}{}{} {21}{Yes.}{}{1}{}{50}{qu 1 2} {22}{Not yet. Bye.}{}{1}{}{0}{} {50}{Thank you. Let me know if you find her.}{You are too kind madam.}{}{}{}{} {51}{Ok.}{}{1}{}{0}{} {60}{Here is you weight in gold! You have my gratitude.}{Thank you madam. Here is your gold!}{}{}{}{} {61}{Bye.}{}{1}{}{0}{} {70}{You liar! Begone!}{Lying bitch! Leave me!}{}{}{}{} {71}{[exit]}{}{1}{}{0}{} On the daughter’s object, we hook in a script on her death which, if this quest is not completed, we mark this script as failed. However, first we MUST check if the script is completed, since it should not affect the player if the daughter dies after she is returned. More so, since the global quest flag is set to completed or failed too, the script for the prince can change his dialog starting point. For completed and other, he might say {100}{I’m so happy to have my daughter back! What can I do for you sir?}{ I’m so happy to have my daughter back! What can I do for you madam?}{}{}{}{} and for failure {110}{My only daughter, dead…I am in hell. What would you have of me?}{ My only daughter, dead…I am in hell. What would you have of me?}{}{}{}{} The possibilities are endless.
I think you'd do the dialog something like this: {1}{Did you kill him?}{Did you kill him?}{}{}{}{} {2}{Yup.}{}{1}{qu1000 4}{20}{} {3}{No.}{}{1}{qu1000 2}{0}{} {20}{Great! Here's some loot!}{Great! Here's some loot!}{}{}{}{} {21}{THX!}{}{1}{}{0}{$$50000} I'm not sure what you'd do to the script though.
Typical... "Help me prince charming! HEEELP MEE!!!" scream MS. Princess " I'll save you!" (Choas comes riding up in his horse). Hop and, and let's have a happy ending! "Oh no! I need help finding me shoe! If you rescued me, you'd get $$ 50,000000 gold! I just couldn't allow that! Go find my shoe stupid!" says the Ms. Princess I'm sure you enjoyed my mini-story. Back to real life! OK, Princesses, Missing Sons, and lots of gold. What's with the basic fairy tales?! What about shoes, sewers, and rats! For all our newbie people, we'd like to know how to make a nice script on trying to find a lost shoe! Erm, I do it, but I'm lazy! "HELP! HELP! Umm...Could you get my remote plz? Thanks Prince Choas!" Well, ok...Not THAT lazy...But close to... I'm going to give you a quest sintuation, each with different ways to script, attachee thingy's to the script portion of the properties, and different ways to make a dialogue! Which will take you HOURS to make! nUhahaha ,I'm so evil.... "Servant! Get MY candy from the stand outside Ligue Ville! GO!" In this sintuation, you're a lowly servant who awakens one day to go to his king, and have him being sent out to fetch some candy. You leave your lovely castle on the quest, in which you find yourself in more trouble than it's worth once you have the candy. So, king sends you out to get candy, you arrive. You use the dialogue options and: {1}{Hello sir can I help you?}{Hello ma'm can I help you?}{?}{?}{?}{?}{?} {2}{But of course!}{?}{?}{?}{?}{5}{?} {3}{REACH FER DA SKY! GIMMIE DAT CANDY!}{}{5}{} {4}{Erm, not really}{}{}{0}{} {5}{OK! OK SIR! JUST CALM DOWN! HERE"S THE CANDY!}{OK! OK MADAM! HERE"S THE CANDY! JUST CAAALMM DOWN! Hey, look, a COW!}{}{}{}{}{} {6}{Thank you, I'll be taking dat candy! Get youtta here!}{}{}{0}{in 445} {7}{A cow, WHERE?! Erm, GIMMIE THE CANDY! NOW! *Runs*}{}{}{0}{in 445} Oh woah, forgot about you guys here. Anyways, so, you have the candy, now what? You need to run back to your glorous king and give (feed) it to him personally. So, what kind of scripts do I need for that? I'm a smart person, just lazy, and I want this post to stay alive! And erm, we need to inform our newbie mappaz out there! VIVE! Ok now, ON TO THE RATS! "Can you kill my rats for me? Hehee, rats are funnyyy! Hehehe *sniff sniff* Heh...Here use my plunger..." "Sure!" "Erm...Go plunge your rats yourself...I'm not using a plunger to kill rats" "I'll think about it...." Using global counters, dialogue options, scripts, and the works, inform me on the correct procedure on how to kill RATS (Plural).....Meaning, how do I kill more than one rat, tally it on the global counter, and then check the global counter in the dialogue (Told ya I'm smart, but lazy) and if it is equal to 5 (Or some number) then the dialogue option saying: "I Plunged all your rats down the toilet for ya.... " Then, he gives you the family plunger (using the in 455 command) and he thanks you personally, and opens up your log book and checks the quest as completed...YAY! PLUNGER! Start writing.......NOW!