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Forcing Codex Splash display


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#1
AmstradHero

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Is there anyway to force the "splash" screen for a quest to appear?  I have a quest that involves the player finding one of a few objects to potentially start the quest.

As a result, each item will create a codex entry providing some information on the quest. However, each one will also run a flag on a separate quest plot. This flag has no journal entry, but is used to check to see whether:
a) The player hasn't clicked on any before, and thus needs to be given the "first" quest entry
B) The player has found all the objects and thus can now receive an updated journal entry to tell them what to do next.

Upon clicking on the first item (no matter which one it is) the player receives the splash for the codex entry, but not one for the quest itself.

I am assuming this is because the first plot entry that is set for the quest lacks a journal entry (the repeatable flag), hence when the first plot flag with an actual journal entry is set, the game already determines that a plot flag has been set for this plot and hence does not display the splash.

Is is possible to force the splash screen to come up, or am I out of luck?

As I'm typing this I've just realised that one option is to have a "dummy" plot with a single flag for the repeatable plot flag, and then use that to set the plot flags on the "real" plot which will actually display the initial splash.  I'm just wondering if there is a better way?

Modifié par AmstradHero, 26 juin 2010 - 03:05 .


#2
TimelordDC

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I haven't tested this....



Can you have all your items update the same quest plot flag (and make sure it is not set as repeatable)? That way, only the first item will actually change the flag status resulting in the quest splash screen and journal update. Other items won't trigger a flag change or a flag update since the flag is set to be non-repeatable.

#3
AmstradHero

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The only problem is that after all the objects have been found, I need to change the status of the quest. Hence the need for it to be repeatable so that I can check the codex flags (to see if all entries are set), and then change the state of the plot to tell the player where to go next.



Then again, I don't know exactly what "repeatable" does - I was assuming that it wouldn't fire off an associated event (hence not get intercepted by the plot's script) if the flag was already set. But that may or may not be true.

#4
TimelordDC

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You could have a local variable to store the number of items retrieved.



I am assuming you are setting the quest plot flags via the plot script that handles the codex entries? If so, you could just lookup the local variable and set the subsequent flag when the threshold for the number of items is reached.

Each codex flag SET event will have 2 conditions -> if 1 and quest initiation flag not set, set the quest initiation flag; if N, set the quest continuation flag.



Should work....I think :)


#5
AmstradHero

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Actually, it turns out that I'm an idiot :-P. I had the priority on the quest set to "low". When the priority of a plot is set to low, it doesn't cause a splash to appear.

Also, I did actually try catching the codex set flag events - but it didn't work. I was using the inbuilt PLC_CODEX_PLOT and PLC_CODEX_FLAG variables. Strangely enough though, it *should* call them, because the relevant WR_SetPlotFlag() call in placeable_h says to call the script. Yet I had a call to set the first flag for the quest and it never happened. Yes, I checked the journal and it wasn't present, it wasn't because of the low priority.

Regardless, thanks for the ideas and advice.
It is working now. I must remember NOT to set any quest priorities to low.

Modifié par AmstradHero, 26 juin 2010 - 05:40 .