I have a quest condition that holds an identifier used to find a target village in my game's world. When the quest is started, the condition gets the quest giver's current village identifier in StartChecking. After starting the quest, I want to be able to save the active quest when I exit the game then restore the active quest and quest condition with the same village identifier. I am already using the save system and all quests have been saved/loaded fine so far.
I tried adding the village identifier to the questNode's tag dictionary when we first get it but it appears that the tag dictionary contents are not loaded until after the node's state is loaded and StartChecking is called. What's the best practice for saving additional data for quest conditions like this target village ID?
Quest condition save data
Quest condition save data
Lead Dev @ aesthetic.games
Creator of Easy Feedback Form
Creator of Easy Feedback Form
Re: Quest condition save data
Hi,
The load order fortunately happens to be arbitrary there, so here's a patch that loads the quest node's tag dictionary before setting the state. This change will be in the next update, too.
QM_QuestNodeLoadPatch_2022-11-10.unitypackage
The load order fortunately happens to be arbitrary there, so here's a patch that loads the quest node's tag dictionary before setting the state. This change will be in the next update, too.
QM_QuestNodeLoadPatch_2022-11-10.unitypackage
Re: Quest condition save data
Amazing turnaround time! Looks like your patch does exactly what I thought about doing but I was afraid of unforeseen consequences of changing the order there.
Thanks as always!
Thanks as always!
Lead Dev @ aesthetic.games
Creator of Easy Feedback Form
Creator of Easy Feedback Form
Re: Quest condition save data
Glad to help!