Looks really slick, to bad the localization wont let me look at the triggers :(. When you make it into a Lib, one thing I suggest, instead of having the Book Quest in the main menu section, just have a Button (Dialog button) on the screen, makes it easier to access. Can't wait 'til it's finished.
Looks really slick, to bad the localization wont let me look at the triggers :(. When you make it into a Lib, one thing I suggest, instead of having the Book Quest in the main menu section, just have a Button (Dialog button) on the screen, makes it easier to access. Can't wait 'til it's finished.
This is the second suggestion about the Quest Log.
In the next version, the function
(Internal)Dialog-ShowtheQuestLogforPlayer.
will be available for users and the system will not add a button on the Menu panel.
The QuestLine library will be available on 2 versions :
Normal version. Stack Library included and implemented.
Well, I'm having some issues. First off, when I make my quest (matching the example from the map), when I send my unit to "talk" with them, nothing happens. If I'm doing something wrong, could you perhaps make a Tut? Also, one more question... will this work with two people?
Ah, ok. It works now. I only have one more question, does this/will this work with 2 people?
The Quest Log works for 16 players. If you have for example 5 heroes controlled by the same player, each hero can take the quest, but the quest is player-sided (not unit-sided).
By the way,requirements for a quest can be done by any units controlled by the player.
If a quest offers experience or items rewards, only the hero who ends the quest earn experience and items.
All quests are same for all players.
In the version 1.1, you will be able to lock manually quests for some/any players.
Sorry to have to ask another question, but when ever I start/view a quest, I get some errors, but they don't seem to effect anything. But when I complete a quest that gives exp, I get two errors and exp is not awarded. Am I missing something?
Create an effect to the Object Editor. The type of this effect must be "Edit Unit". Set a name for this effect.
Go to trigger editor. Create a trigger with as event Map Initizialisation, use the function
Game-Constant-SetExperienceEffectConstanttoValue.
Set Value to this created effect. The system needs an effect base to give experience to units. Use this effect only for this application, because the Give Experience function makes change into this effect.
Quote:
but when ever I start/view a quest, I get some errors
To increase the quest limit, you must to increase the loops limit. I will release a new version this evening (GMT+1). I'll add constants to "easily" increase the current limits, and solve several problems/bugs founded by people :)
One of these problems/bugs is the kill requirement (Thx for the "Hostile Kill requirement" bug, i will solve that :).
PS: Some of actual functions will be deprecated with the new version (1.1):
Define Progress Text for Quest Id.
Define End Text for Quest Id.
You must also define on the next version the manner to talk with units in your triggers.
Very nice system! Are u releasing a better version later today? I'm using this in my side scrolling multiplayer rpg but there is 1 problem: when you click ''drop this guest'' when you have no guest it opens menu where I can accept one quest what i have done (see attached image) =S I copied system right from your example map (first i localized it to fit english language)... And can i change getting a guest and quest ending from unit to region??? =D I would be very happy if u can solve these =D
Edit: I fixed that drop issue, reason was that almost every file i copied was corrupt (I don't know why) but the library worked fine =D and I think I can do that guest getting thing by myself by little modifying that one trigger if you don't have anything against it. xD
(...)I'm using this in my side scrolling multiplayer rpg but there is 1 problem: when you click ''drop this quest'' when you have no guest it opens menu where I can accept one quest what i have done (see attached image) =S (...)
It's strange. The Drop Quest button is protected with a condition that ignores when selected id is less than 1. I'm trying to make the same bug with the library 1.1 but i cannot reproduce this bug.
I have an idea. How do you make this ? :
Open the Quest Log
Finish the quest
Click to the finished quest
Click "Drop"
The Quest Log is not refreshed, and if you'll try to drop this finished quest, it's possible that this action cause some bugs as this example.
I can only call the Refresh Quest Log method in the 1.1 library to attempt to delete this bug. This should be sufficient.
All new functions and function changes are noticed here. I'm belgium, the library version 1.1 will be released this evening (at GMT+1), thus it will be this afternooon for americans.
Thanks a lot! New version working okey! btw. follow quest doesn't show up to top left if u are hiding Game UI but when u have hid UI u can then use action show objective panel (Show/Hide UI Frame) after Hide Game UI =)
And I have same problem what DoubleElite had ''when I complete a quest that gives exp, I get two errors and exp is not awarded.'' How to fix that??? =/ I have done that effect (actually I copied effect straight from your example map) and done that action to set experience effect with the event map initialization... =(
And I have same problem what DoubleElite had ''when I complete a quest that gives exp, I get two errors and exp is not awarded.'' How to fix that??? =/ I have done that effect (actually I copied effect straight from your example map) and done that action to set experience effect with the event map initialization... =(
Well, i don't understand why you have this bug and not me oO
Perhaps a language conversion problem ?
You have normally the access to the content of the library, check this:
2.) Function: QuestLine Library > Functions > Give Experience
GiveExperienceOptions:Action,CreatethreadReturntype:(Nothing)ParametersAmount=0<Integerr>Unit=NoUnit<Unit>GrammaticalText:GiveAmountExperiencetoUnit.Advicetext:(Nothing)CustomcodeLocalvariablesActionsCatalogue-SettheCatalogvalueofEffects[CONST] Experience Effect String "XP" for player (Owner of Unit) as (String (Amount))
Environnement - Execute Give Experience Effect on Unit from (Owner of Unit)
Is it the same code ? This is very surprising... oO
What is these errors ? Open debug frame and report me that please :]
[EDIT] New version of GE will be released tomorrow. I will use the new function to add experience. No bugs. No constants to setup ^^
Version 1.2 will be probably released wednesday, 13 o'clock (GMT+1).
Hi!
I want to present you the QuestLine library, used in this map as an example.
There is a video presenting the library possibilities. (All the example map is played in this video).
Video
Images
Some pictures of the Trigger editor of this map if you are interested:
Public Functions included
All functions are described here.
Features
Links & Download
QuestLine Library Project
Looks really slick, to bad the localization wont let me look at the triggers :(. When you make it into a Lib, one thing I suggest, instead of having the Book Quest in the main menu section, just have a Button (Dialog button) on the screen, makes it easier to access. Can't wait 'til it's finished.
This is the second suggestion about the Quest Log.
In the next version, the function
will be available for users and the system will not add a button on the Menu panel.
The QuestLine library will be available on 2 versions :
Edit: QuestLine Library v1.0 BĂȘta File
Well, I'm having some issues. First off, when I make my quest (matching the example from the map), when I send my unit to "talk" with them, nothing happens. If I'm doing something wrong, could you perhaps make a Tut? Also, one more question... will this work with two people?
@DoubleElite: Go
About the quest creation problem, make sure you set the Availability flag to true. Does the "!" text tag appears on the overhead of the unit ?
If the "!" text tags appears, make sure your hero have the "Heroic" attribute.
I will make a small tut in the project pages for this evening.
PS: Sorry for the late response :)
Ah, ok. It works now. I only have one more question, does this/will this work with 2 people?
The Quest Log works for 16 players. If you have for example 5 heroes controlled by the same player, each hero can take the quest, but the quest is player-sided (not unit-sided). By the way,requirements for a quest can be done by any units controlled by the player. If a quest offers experience or items rewards, only the hero who ends the quest earn experience and items. All quests are same for all players.
In the version 1.1, you will be able to lock manually quests for some/any players.
Sorry to have to ask another question, but when ever I start/view a quest, I get some errors, but they don't seem to effect anything. But when I complete a quest that gives exp, I get two errors and exp is not awarded. Am I missing something?
@DoubleElite: Go
A start of tutorial is available here.
You must to define one constant.
Create an effect to the Object Editor. The type of this effect must be "Edit Unit". Set a name for this effect.
Go to trigger editor. Create a trigger with as event Map Initizialisation, use the function
Set Value to this created effect. The system needs an effect base to give experience to units. Use this effect only for this application, because the Give Experience function makes change into this effect.
oO That's surprise me. What kind of error ?
PS: Good evening, it's the night for me :)
When I tried to make the Effect for the Constant, it wont show up. I made it, it's set to "Modify Unit", but it wont show up in the list...
hm i have problem with kill requirement, when i add them and kill units of type with i took, it doesnt count and i cant finish quest, any ideas ?
Edit: idont know why but quest tracking dont work and quests doesnt show in quest log
Edit2: ok i found whats going on, target of kill requirement MUST BE "hostile" unit :P maybe add that to this tutorial
Anyway Great System, but 50 quests limit is too low for my map, can you tell me how to increse that ?
To increase the quest limit, you must to increase the loops limit. I will release a new version this evening (GMT+1). I'll add constants to "easily" increase the current limits, and solve several problems/bugs founded by people :)
One of these problems/bugs is the kill requirement (Thx for the "Hostile Kill requirement" bug, i will solve that :).
PS: Some of actual functions will be deprecated with the new version (1.1):
You must also define on the next version the manner to talk with units in your triggers.
Very nice system! Are u releasing a better version later today? I'm using this in my side scrolling multiplayer rpg but there is 1 problem: when you click ''drop this guest'' when you have no guest it opens menu where I can accept one quest what i have done (see attached image) =S I copied system right from your example map (first i localized it to fit english language)... And can i change getting a guest and quest ending from unit to region??? =D I would be very happy if u can solve these =D
Edit: I fixed that drop issue, reason was that almost every file i copied was corrupt (I don't know why) but the library worked fine =D and I think I can do that guest getting thing by myself by little modifying that one trigger if you don't have anything against it. xD
It's strange. The Drop Quest button is protected with a condition that ignores when selected id is less than 1. I'm trying to make the same bug with the library 1.1 but i cannot reproduce this bug.
I have an idea. How do you make this ? :
The Quest Log is not refreshed, and if you'll try to drop this finished quest, it's possible that this action cause some bugs as this example.
I can only call the Refresh Quest Log method in the 1.1 library to attempt to delete this bug. This should be sufficient.
All new functions and function changes are noticed here. I'm belgium, the library version 1.1 will be released this evening (at GMT+1), thus it will be this afternooon for americans.
@Doubotis:
As i said i solved it out. I think that bug was because of my other dialogs... Like shop menu etc... Now it is working fine =D thanks
Edit: Btw. How can I hide quest log via triggers???
Edit2: Solved ^ hiding xD
QuestLine 1.1 available!
QuestLine Library v1.1 | Example Map using QL v1.1
I've missed to solve a small bug in the Quest Log. A translated version of example Map will be released tomorrow.
Love this good job.
Thanks a lot! New version working okey! btw. follow quest doesn't show up to top left if u are hiding Game UI but when u have hid UI u can then use action show objective panel (Show/Hide UI Frame) after Hide Game UI =)
And I have same problem what DoubleElite had ''when I complete a quest that gives exp, I get two errors and exp is not awarded.'' How to fix that??? =/ I have done that effect (actually I copied effect straight from your example map) and done that action to set experience effect with the event map initialization... =(
Well, i don't understand why you have this bug and not me oO Perhaps a language conversion problem ?
You have normally the access to the content of the library, check this:
1.) Function: QuestLine Library > Functions > Constant - Set Experience Effect.
2.) Function: QuestLine Library > Functions > Give Experience
Is it the same code ? This is very surprising... oO
What is these errors ? Open debug frame and report me that please :]
[EDIT] New version of GE will be released tomorrow. I will use the new function to add experience. No bugs. No constants to setup ^^
Version 1.2 will be probably released wednesday, 13 o'clock (GMT+1).
[EDIT 2] Not a 1.2 version. Only 1.11 :)
QuestLine Library v1.11 | Example Map using QL v1.11
Good update! But is there way to import library and replace old with the new one because now i have to do every quest again =(