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Re: Quest Generation (Domains)
Posted: Mon Feb 18, 2019 1:28 pm
by dlevel
It worked! Setting on 0 did the trick, scratch my previous message
Re: Quest Generation (Domains)
Posted: Mon Feb 18, 2019 1:30 pm
by Tony Li
I see you changed the script name. Any other changes?
Any errors in the Console?
Re: Quest Generation (Domains)
Posted: Mon Feb 18, 2019 1:35 pm
by Tony Li
If no errors, it's possible that the Quest Domains aren't present at the time that this method runs. You could add a debug line to print the Quest Domains that it found.
Re: Quest Generation (Domains)
Posted: Mon Feb 18, 2019 1:36 pm
by dlevel
It worked, look my previous message
thank you once again for your perfect support!
Re: Quest Generation (Domains)
Posted: Mon Feb 18, 2019 2:18 pm
by Tony Li
Awesome! Glad to help.
Re: Quest Generation (Domains)
Posted: Mon Feb 18, 2019 3:29 pm
by dlevel
ok I have made it! I have my enemies as entities, and quests generated all over the place
now as I'm using ORK, the only thing I can't understand on the Procedurally Generated Quests, is how to give rewards (EXP, Items) to the player. :S
Re: Quest Generation (Domains)
Posted: Mon Feb 18, 2019 4:01 pm
by Tony Li
Quest Machine's ORK integration ships with two reward systems: ORK Currency Reward System and ORK Exp Reward System. You can add one or both to a quest giver. When the quest giver generates a quest, it will use the reward systems to add reward actions to the quest based on the "point" value of the quest.
A quest's point value is based on the number of targets times their level. For example, say the quest is to Kill 3 Orcs. Say you've set the Orc EntityType's Level to 5. Then the quest's point value is 3 x 5 = 15.
If the quest giver has an ORK Exp Reward System, it will add an ORK Give Exp Quest Action, with the Exp value set to 15.
If the quest giver has an ORK Currency Reward System, it will add an ORK Give Currency Quest Action to give 15 of whatever currency you specify.
If you want to give items, you can make a copy of the ORKCurrencyRewardSystem script -- for example called ORKItemRewardSystem -- and customize it to add an ORK Item Quest Action instead. Some of the other integrations, particularly the ones for inventory systems such as Inventory Engine and Inventory Pro, have a similar reward system script with a list to which you can assign items and their point values. The script then chooses an item with an appropriate point value and adds the quest action to give it to the player.
Re: Quest Generation (Domains)
Posted: Mon Feb 18, 2019 4:34 pm
by dlevel
Ok that is pretty straight forward. One more (last) thing, I'm trying to alter the Kill action so I have to kill more than 1 of the same enemy, normally I change the Required Value in the counter in completion conditions correct? It always shows 0/1 (HUD {#COUNTERNAME}/{#COUNTERGOAL} killed) whatever number I put there
Re: Quest Generation (Domains)
Posted: Mon Feb 18, 2019 5:27 pm
by Tony Li
Would you please post a screenshot of your Kill action with these sections expanded:
- Task Text > Active
- Completion Conditions
Re: Quest Generation (Domains)
Posted: Mon Feb 18, 2019 5:43 pm
by dlevel
here you go:
https://ibb.co/7YXxTMN
whatever I have in required field, I kill one and the quest finishes too.