Quest Proposal
Quest Title: The lost key
Quest Maker: Massalinie
Story: When walking through a town (dont know which) the you come across a man standing outside his house who claims to have lost the key. He offers a reward if you can find it. He suggests looking in the cornerclub/tradehouse because that is where all the theives hang out. The key is hidden in a small bedroom in a chest at the foot of the bed. You take the key back to the man with the key and instead of giving you a reward he tells you to get lost and stay away from his house. You could then:
1) kill him and take the key
2) pickpocket the key off him
3) you could have opened the door before giving him the key
4) there is a second key hidden somewhere else
however you finally get into the house, there is a person in there with no clothes on, locked in a room. He/she tells you that the man doesnt really own the house, she does and he has captured her and kept her in the house and basically she wants him dead. If you have already killed him then thats great otherwise you can go out and kill him, she gives you a reward of 500 gold.
NPC's Involved:
the man who starts the quest
the person trapped in the building
Locations Involved: a house in a town with a cornerclub or tradehouse
Some changes may need to be made to this, it is a bit vague but any opinions? suggestions? Let me know.
Quest Plot: The lost Key (Needs Approval)
Moderators: Haplo, Lead Developers
- Massalinie
- Developer Emeritus
- Posts: 1670
- Joined: Sat Feb 12, 2005 12:08 pm
- Location: Canada, MB
- Contact:
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- Developer Emeritus
- Posts: 1649
- Joined: Tue Aug 17, 2004 5:12 am
- Location: DC, USA
- Massalinie
- Developer Emeritus
- Posts: 1670
- Joined: Sat Feb 12, 2005 12:08 pm
- Location: Canada, MB
- Contact:
-
- Developer Emeritus
- Posts: 1649
- Joined: Tue Aug 17, 2004 5:12 am
- Location: DC, USA
- Massalinie
- Developer Emeritus
- Posts: 1670
- Joined: Sat Feb 12, 2005 12:08 pm
- Location: Canada, MB
- Contact:
-
- Developer Emeritus
- Posts: 1649
- Joined: Tue Aug 17, 2004 5:12 am
- Location: DC, USA
If you want to learn how this is the sort of quest to start with. Dialouge is something that takes some getting used to, but I'm sure we have something in our tutorials on it. I'm not very good at walking people through stuff but I'll try and explain how dialouge works.
First Dialouge is divided intoseveral catagories, the most important of which are Topics, Greetings, and Journal. Also always save a backup your plugin before you ever touch dialouge.
First we look at topics. There are the things people can discuss with the player. There is a list on the left of all of the topics available in the entire game. There are a series of conditions beneath the window where text is displayed, when all of these conditions are true an actor CAN say what is in the dialouge box when the player selects that topic. The game decides what is said about a given topic by starting at the top of the list of responses and going down that list until it reaches the FIRST true response whcih is what is reported to the player. I order for the topic to appear in game the player must "know" the topic AND the actor must have at least one possible response to the topic whose conditions evaluate to true. For the player to know the topic you need to insert it into other dialouge or add it with the script command AddTopic "my_topic". The results panle allows you to have something happen after the dialouge is displayed, like forcing goodbye (goodbye), giving the player an item(player->AddItem "my_item" 1, making the NPC attack (SetFight 100, I can't recall the syntax for other command that will do this), changing disposition by # (ModDisposition #), updating the journal (Journal "my_journal_entry" index, the meaning of index will be described in the journal section) and just about any script command. For this all you will likely need are the SetFight, GoodBye, and Journal command. If you modify an existing topic the game will mark the responses above and below your change as modiefied as well, make sure you don't clean these additional entries in TESAME. Also if you delete any origional dialouge you are totally fucked, and need to start over.
Greetings are exactly that, they are what the player sees when he starts a conversation. The conditionals are checked exactly the same as in topics, only the game starts at greetings 0 and moves through greetings 9. The first true response is the greeting that is seen. There is an output location just as in topics that lets you execute simple scripts to start fights and what not. Each category of greeting is used fro a different purpose see Majra's sticky for info on what those purposes are, as I don't remeber them all).
Journals are your journal entries. Be sure to give them an entry name (the name that appears in the list on the left) that is NOT a line that will ever apear in dialoge or people will start saying journal entries, i.e. if you made a journal topic called cooking and someone talked about cooking somewhere, then cooking would become a topic with NPC's saying the Journal entries. There are only a few fields that are applicable to Journal entries. Index refers to the number of the entry. Each entry (aside from teh title) should be given a number that is called when you want that entry to display. The largest number that has been called to date is reguarded as the state of the quest for script/dialouge testing purposes (there are scripting commands that can make things happen differently, but that is beyond this topic). In addition you should mark one entry as title (a small box), and the final entries as quest ends (also a small box); these are use for the title of the quest in the list of quests (Tribunal jounrnal feature) and to clear finsihed quests from the active quest list (also a Tribunal feature). You can, and should use the current state of the journal to keep track of what has oocured in you quest, and what people need to do/say when the player speaks to them next. Separate indecies by at least 10, this allows you to correct for oversights.
In general for creating a quest you should start by making all of the objects that you need -> outline the Journal Entries you want -> write the dialouge you need -> wirte the scripts. Since scripts and dialouge (conditions) need all of the items and Journal Topics they are referring to before you can make them work propoerly I perfer the above order. After creating the Journals Entries, make hitting them the laundry list for guiding you through writing the dialouge.
-Starcrunch
First Dialouge is divided intoseveral catagories, the most important of which are Topics, Greetings, and Journal. Also always save a backup your plugin before you ever touch dialouge.
First we look at topics. There are the things people can discuss with the player. There is a list on the left of all of the topics available in the entire game. There are a series of conditions beneath the window where text is displayed, when all of these conditions are true an actor CAN say what is in the dialouge box when the player selects that topic. The game decides what is said about a given topic by starting at the top of the list of responses and going down that list until it reaches the FIRST true response whcih is what is reported to the player. I order for the topic to appear in game the player must "know" the topic AND the actor must have at least one possible response to the topic whose conditions evaluate to true. For the player to know the topic you need to insert it into other dialouge or add it with the script command AddTopic "my_topic". The results panle allows you to have something happen after the dialouge is displayed, like forcing goodbye (goodbye), giving the player an item(player->AddItem "my_item" 1, making the NPC attack (SetFight 100, I can't recall the syntax for other command that will do this), changing disposition by # (ModDisposition #), updating the journal (Journal "my_journal_entry" index, the meaning of index will be described in the journal section) and just about any script command. For this all you will likely need are the SetFight, GoodBye, and Journal command. If you modify an existing topic the game will mark the responses above and below your change as modiefied as well, make sure you don't clean these additional entries in TESAME. Also if you delete any origional dialouge you are totally fucked, and need to start over.
Greetings are exactly that, they are what the player sees when he starts a conversation. The conditionals are checked exactly the same as in topics, only the game starts at greetings 0 and moves through greetings 9. The first true response is the greeting that is seen. There is an output location just as in topics that lets you execute simple scripts to start fights and what not. Each category of greeting is used fro a different purpose see Majra's sticky for info on what those purposes are, as I don't remeber them all).
Journals are your journal entries. Be sure to give them an entry name (the name that appears in the list on the left) that is NOT a line that will ever apear in dialoge or people will start saying journal entries, i.e. if you made a journal topic called cooking and someone talked about cooking somewhere, then cooking would become a topic with NPC's saying the Journal entries. There are only a few fields that are applicable to Journal entries. Index refers to the number of the entry. Each entry (aside from teh title) should be given a number that is called when you want that entry to display. The largest number that has been called to date is reguarded as the state of the quest for script/dialouge testing purposes (there are scripting commands that can make things happen differently, but that is beyond this topic). In addition you should mark one entry as title (a small box), and the final entries as quest ends (also a small box); these are use for the title of the quest in the list of quests (Tribunal jounrnal feature) and to clear finsihed quests from the active quest list (also a Tribunal feature). You can, and should use the current state of the journal to keep track of what has oocured in you quest, and what people need to do/say when the player speaks to them next. Separate indecies by at least 10, this allows you to correct for oversights.
In general for creating a quest you should start by making all of the objects that you need -> outline the Journal Entries you want -> write the dialouge you need -> wirte the scripts. Since scripts and dialouge (conditions) need all of the items and Journal Topics they are referring to before you can make them work propoerly I perfer the above order. After creating the Journals Entries, make hitting them the laundry list for guiding you through writing the dialouge.
-Starcrunch