Difference between revisions of "Quest"

1,420 bytes added ,  13:28, 14 August 2019
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imported>Mofakin
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imported>Mofakin
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[[File:Quest Stages Editor.png|thumb|right|800px]]
[[File:Quest Stages Editor.png|thumb|right|800px]]
*'''Stage Items'''
*'''Stage Items'''
**'''Index:'''
**'''Index:''' Each stage has an index number from 0 to 65535. It is recommended to space out stage indexes by at least 5 or 10 units in order to leave room for iteration further down the line. Useful when wanting to add new stages afterward. 
**'''Log:'''  
**'''Log:''' Does this stage have a log associated with it?
**'''Notes:'''
**'''Notes:''' Displays a snippet of designer notes attached to this stage.
**'''Run on start?:'''
**'''Run on start?:'''  
**'''Run on stop?:'''
**'''Run on stop?:'''
**'''Keep Instance Data From Here On:'''
**'''Keep Instance Data From Here On:''' Preserves text replacement data across save games.
*'''Log Entries'''
*'''Log Entries''' Your quest's objectives. If a stage item has log entry text, that text becomes the quest summary in the player's quest list. Only the most recent log entry is displayed to the player. You can have multiple entries for a single stage, however elect to have one display at any time, and that can be controlled by setting conditions on each entry.
**'''Log Entry:'''
**'''Log Entry:''' The individual log entries.
**'''Designer Notes:'''
**'''Designer Notes:''' CK only notes for other designers to read. Has no effect on actual game. Useful commenting and organizational tool, especially for collaborative efforts.
**'''Complete Quest:'''
**'''Complete Quest:''' If this box is checked, setting this stage will trigger the "Quest Completed" message, and move the quest from the active to completed portions of the player's quest list. Note that a completed quest can still be running.
**'''Fail Quest:'''
**'''Fail Quest:''' The same as Complete Quest, but triggers the "Quest Failed" message.
**'''Next quest:'''
**'''Next quest:''' Not used. The next quest to trigger after completing current quest. Instead, most quests trigger using case specific papyrus code, Quest.Start() or SetStage instead.
**'''Start scene:'''
**'''Start scene:'''  
**'''Conditions'''
**'''Conditions''' Conditions to set for the entire stage.
**'''Papyrus Fragment''' The [[Papyrus]] fragment editor is for [[Quest Stage Fragments]].
**'''Papyrus Fragment''' The [[Papyrus]] fragment editor is for [[Quest Stage Fragments]].
{{ClearFloats}}
{{ClearFloats}}
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