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Another modding question


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6 réponses à ce sujet

#1
ColorsFade

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I like to use things like notes, books, journals, etc., as quest items for the player to acquire and hold on to until the proper NPC takes it from them (destroys, really) and updates a quest. 

An issue I worry about is if the PC drops or destroys the item before the quest update. The quest update node in the conversation wouldn't fire because the player doesn't have the item in their inventory (and a check is done) or, if the check is not done, the conversation woudn't make sense. 

What I have done, and I am soliciting opinions to see what folks think of this solution, is that I have written a script that makes the item cursed when the PC acquires it. There is a contingency case: if, for instance, the rogue of the group opens a chest and acquires the item, then what happens is the item is destroyed and a duplicate item is put on the PC, and made cursed. Then a small bit of floating text (which also appears in the chat window) pops up that says, "SoAndSo has given TheItem to PlayerCharacterFirstName". It ends up looking like this: "Wurdy has given a Necromancer's Journal to Kesh". 

Thus, the item ends up in the PC's inventory, is plot and cursed, and they can't get rid of it. When they meet the appropriate NPC, the dialog fires, the NPC destroys the item (but says they are taking it; thanks to some folks on this board for that trick, it's better than the NPC removing it), and the journal updates. 

Viable solution? Bad solution? Holes? Issues? 

#2
rjshae

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Sure it's a solution, but it's probably overkill.

#3
kamal_

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Set an int when they pick up the thingy. Easy to check for in conversations. If they have the int but not the thingy, they dropped it... "oh I'm sorry you killed the dragon, but you didn't bring me the thingy..."

Note that when checking for items you can check the entire party, so the player character doesn't need to have it in their inventory.

#4
-Semper-

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if you need the item in the inventory just for verisimilitude you could also create a special bag/box/whatever which holds all the quest items, similar to the recipe books from soz. this way the items won't clutter the party's inventory.

Modifié par -Semper-, 22 décembre 2013 - 09:31 .


#5
Lugaid of the Red Stripes

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If it's really important for the plot, just update the journal when they find it, and check the journal, or do as kamalpoe says and set an int somewhere. But otherwise, let the player fail. If they were out on a quest to retrieve the one true ring, and they left it back in the tavern, then make them trudge back to the tavern to get it. Use the plot flag to keep them from selling it, or make them buy it back from the pawnshop for twice what they sold it for.

There's enough work to do building an adventure without trying to disable the basic mechanics of the game. Players should understand well enough to keep those random bits of paper that are obviously plot-significant,.

#6
Guest_Iveforgotmypassword_*

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I have to agree with rjshae and kamal it is overkill and you're just confusing things and setting an int is the easiest way. I did this before and if the PC still had the item when it was required ( use the gc_check item in the conversation to check the whole party ) I gave them a bit more xp for being careful and then destroyed everything they did or didn't have and got on with the quest.

Modifié par Iveforgotmypassword, 22 décembre 2013 - 10:21 .


#7
andysks

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Yes, just set a local int, and have the convo say something like "I found a book", even if the book is thrown away. It is found anyways, so it's OK if it's not in my possession. It won't change the fact that I found it.
If I actually need to give this book to someone, and not just find it, then I am with Lugaid here. If I send the player to retrieve an orc leader head... I expect them to have the head when they return. If they throw it away... there is not much I can and want to do.