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advance quest stage when...


cdo947214

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I know how to advance a quest stage through dialogue and when someone dies, but how do I do it when I pick up an object. I want to make it so when I walk in a room, and pick up a book, (which is set as the target ref for quest objective 55) it goes to objective 60 and an assassin appears. How do I do this?

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scn AdvanceStageBookScript

int DoOnce ;makes script only run when book is taken for the first time

BEGIN onAdd player ;script will only run when book is taken by the player

if (DoOnce == 0) ;if book is taken for the first time
SetObjectiveCompleted myQuest 55 1 ;complete previous objective
SetObjectiveDisplayed myQuest 60 1 ;display new objective
AssassinREF.Moveto Player, 50, 0, 0 ;move assassin behind player
AssassinREF.enable ;make assassin visible (you have to make them initially disabled)
Set DoOnce to 1 ;prevent code from kicking in again

Endif

END

 

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Alternatively, and the way the game devs usually do this, is to make all of the code in a quest stage, and have the object simply activate the stage. The plus side of stage activation is that your object can then check if the stage has been completed. Since the stage can only ever be completed once, this will prevent oddities from happening, such as if two copies of the item exist.

 

So the code for the object would be something like:

if (GetStageDone YourQuest 60 == 0 && GetStageDone YourQuest 55 == 1)
	SetStage YourQuest 60
endif

Then in the stage you'll move the assassin, probably to a special xmarker that will make them appear near the player somewhere that you want, such as around a corner or something.

 

 

Either way will work of course, but I find it easier to follow the progression of a quest if you can step through the stages and see most of what they do there, instead of across lots of object scripts. In the end it's whatever you find easiest, of course.

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