KevL, I have it set up exactly like you have, but it still won't fire the "I see you have the tusks. Fantastic!" part. I also triple checked it against what you posted and its the same to the letter. I wonder what I did wrong?
Quests Tutorial?
#26
Posté 01 mars 2014 - 03:58
#27
Posté 01 mars 2014 - 04:08
donno. Just keep tinkering with it i guess, think it through
Do you see, in the conversation editor, how there's a tab for Actions and another for Conditions (or whatever it's called)? If the dialog is set up like I think it should be, then the first node shows up when [EntryID: 11] has Tusks, is true.
if the quest is not set at #11, however, the dialog falls through to "Would you do me a favor?"
#28
Posté 01 mars 2014 - 04:30
Put a script gc_journal_entry on the :Would you do me a favor? Conditional, green script field.
Parameters of the script: (Boar_Bounty_001) (<1)
This way the dialogue line will fire only if the quest entry is<1, which means not accepted.
Put a script gc_check_item on the :I see you have the tusks. Fantastic! Conditional, green script field.
Parameters of the script: (Boar_Bounty_001) (11)
This requires a tag based script, so that the journal will be updated to state 11 when you pick the tusks. Create a new script, and use the item acquired template.
At one point it says: Your code goes here. Add this line under it : AddJournalQuestEntry("Boar_Bounty_001", 11, oPC, FALSE);
Name the script i_boar_tusk_aq WHERE boar_tusk IS THE TAG YOU GAVE TO THE ITEM OF YOURS ![]()
Save and compile. Try the kill, loot and dialogue again.
If I said anything wrong please someone correct me. But if I recall, this thing works.
#29
Posté 01 mars 2014 - 04:32
I would reccomend, no matter how this quest turns out, to read through this.
http://vnfiles.ign.c...et_Manual15.pdf
Plenty of times. It will teach you all these things, with images and everything. It is what got me started, and I believe it is invaluable.
#30
Posté 01 mars 2014 - 04:36
Omg.. this is too complicated for me..
#31
Posté 01 mars 2014 - 04:39
Is there any way to make this work that doesn't require making scripts??
#32
Posté 01 mars 2014 - 04:41
what's your present method of triggering EntryID:11, has Tusks ?
#33
Posté 01 mars 2014 - 04:58
On the line of conversation, "I see you have the tusks. Fantastic!", I have:
Condition (Green): gc_journal_entry, Boar_Bounty_001, 11
... also...
Actions (Pink): ga_journal, Boar_Bounty_001, 21
... also...
Action (Pink): ga_take_item, Boar_Tusks_001, -1
#34
Posté 01 mars 2014 - 05:05
Yes, but how do you update the quest to the level 11? I think you don't even do it, and this is why the guy doesn't talk his line. An alternative simpler version is to not update to 11, and leave the player figure out on his own that he should go back now that he looted the tusk. So, you would have a script conditional on the line
"I see you have the tusks. Fantastic!" gc_check_item which checks for the tag of the tusk item.
#35
Posté 01 mars 2014 - 05:24
On the line of conversation, "I see you have the tusks. Fantastic!", I have:
Condition (Green): gc_journal_entry, Boar_Bounty_001, 11
... also...
Actions (Pink): ga_journal, Boar_Bounty_001, 21
... also...
Action (Pink): ga_take_item, Boar_Tusks_001, -1
This part looks sweet.
but like Andy says, you need to either set the journal to #11 somehow, or use 'gc_check_item' (tusk_tag) in the conversation. Ofc I'd like to see the journal happen: "You have found the tusks. Return them to <char> for your bounty."
though that likely does require a simple tag-based script.
#36
Posté 01 mars 2014 - 05:27
GUYS! I figured it out! Let me show you how I did it:
[Root]
"I see you have the tusks. Fantastic!" Actions: ga_journal, Boar_Bounty_001, 21; ga_take_item, Boar_Tusks_001, -1
Conditions: gc_journal_entry, Boar_Bounty_001, 1; gc_check_item, Boar_Tusks_001, 1
- [Player] "Thanks for letting me help!"
"Would you do me a favor?"
- [Player] "Sure what do you need from me?" Actions: ga_journal, Boar_Bounty_001, 1
- - "I need you to get me a set of Boar Tusks."
- - - [Player] "I'll be back when I have the tusks."
- [Player] "Nope. Goodbye"
This was figured out by just dumb luck! Thanks for the help ya'll. I have more questions on quests still, tho. Like, how do I make it so the player can continually turn in the Boar Tusks for a bounty.
#37
Posté 01 mars 2014 - 05:35
Now, I'd like to know how to give the player 100 gold pieces for EACH set of boar tusks that he returns. Also, making it so the player can return to this NPC an unlimited amount of times, and turn in unlimited amounts of Boar Tusks!
#38
Posté 01 mars 2014 - 05:42
Ok, found a bug with this. After the quest is finished, the player does NOT get rewarded the XP set in the journal entry. I set it to 1000, and 10,000 and neither worked.
#39
Posté 01 mars 2014 - 05:42
hehe, A day at the races ...
#40
Posté 01 mars 2014 - 05:53
Ok, found a bug with this. After the quest is finished, the player does NOT get rewarded the XP set in the journal entry. I set it to 1000, and 10,000 and neither worked.
ga_give_quest_xp
#41
Posté 01 mars 2014 - 05:53
Holy.. heheheee!
#42
Posté 01 mars 2014 - 05:54
ty
#43
Posté 01 mars 2014 - 05:56
Kinda weird you need a script to give XP to player when it's already set in the quest. gosh...
#44
Posté 01 mars 2014 - 06:00
Should I start a new thread for my other questions, or use this one?
#45
Posté 01 mars 2014 - 06:01
It worked because you checked for two conditions. That the quest is accepted, AND that the item is in the inventory. I would really still recommend reading the basic guides. It's coffee time material, and if the toolset interests you in general, they will push you really forward.
#46
Posté 01 mars 2014 - 06:07
Thank you andysks. I've read most of the tutorials I could get my hands on. It's just that I'm kind of a slow learner, and my "specific" questions are hard to find answers to.
#47
Posté 01 mars 2014 - 06:30
Also, making it so the player can return to this NPC an unlimited amount of times, and turn in unlimited amounts of Boar Tusks!
i think you can do it by inserting another Condition to the "Fantastic!" node, but this time toggle the preceeding AND to OR :
OR gc_journal_entry(Boar_Bounty_001, 21)
So if the PC has EntryID:1 or EntryID:21, and a Boar_Tusks_001 item, the node ought show.
( note there's some fuzzy logic there, and it might not work as intended )
[edit] Or just create another dialog node using #21 ..
.. k, I'm back to lasering cyberdiscs,
Modifié par kevL, 01 mars 2014 - 07:07 .
#48
Posté 01 mars 2014 - 08:21
I'm trying to add a line that fires when the player speaks to the NPC WITHOUT the Boar Tusks. It says:
[NPC] "Do you have the tusks yet?"
- [Player] "No, not yet..."
But for some reason, it won't fall through to this line when the npc is spoken to.
#49
Posté 01 mars 2014 - 08:37
I'm trying to add a line that fires when the player speaks to the NPC WITHOUT the Boar Tusks. It says:
[NPC] "Do you have the tusks yet?"
- [Player] "No, not yet..."
But for some reason, it won't fall through to this line when the npc is spoken to.
If there's no conditional on the npc line, it won't fall past this because with no conditional, it always evaluated as "true".
#50
Posté 01 mars 2014 - 09:19
I tried using the condition, gc_check_item, Boar_Tusks_001, but it failed to work properly. I tried it at the top of the conversation, middle, and bottom. I also tried checking and unchecking the "Not" button - still a fail.





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