Custom Quest System?

onimike
05 Oct 2016, 19:13

Hello again everybody, got a different type of question today.

What I am trying to do is store a set of numbers as called to an array, so I can reference the array later to see if the number set exists in array. How could I go about doing this?


The Pixie
05 Oct 2016, 19:30

You would have to store them as strings, in a string list.

game.numberarray = NewStringList()
list add (game.numberarray, "" + 14)

if (ListContains(game.numberarray, "" + 17)) {

The "" + 14 bit converts the number to a string (use ToInt() to go the other way).


onimike
05 Oct 2016, 23:27

Thank you Pixie will give that a try.

Mike


onimike
07 Oct 2016, 03:04

Worked great Pixie thanks again. Got a library idea but need help with it I have the scripting down but not sure how to make it into a library. What it is is a custom questing system where you just plug script in Change numbers to match each quest and personalize messages, then bam 5 different quest types. Their kill, bribe, get, give and receive and can customize rewards from exp, unlock door, gold and items. All works pretty good but would really like if you could look at it for me. If so I will send via email.

Just want to wait until it's better setup then I'll share with everyone:)
Mile


hegemonkhan
07 Oct 2016, 04:25

A library is just extra code, which you can add to game. So, you can think of it like a 'patch, xpac:expansion pack, add-on, mod, etc' for games.

to create a library file is simple:

<library>
  // content
</library>

and it's extension is the same as your game file's extension: NAME_OF_FILE.aslx


quest itself is just a bunch of library files too. Your library file(s) can be simple, or they can be an entirely new engine, if you're a good programmer.


to add a library file to your game:

within your game code:

<asl version="550">
  <include ref="English.aslx" /> // quest library file, which makes up the quest engine 
  <include ref="Core.aslx" /> // quest library file that is a hub to all of the 'core' library files, which makes up the quest engine
  <include ref="NAME_OF_YOUR_LIBRARY_FILE.aslx" />
  <game name="xxx">
    // Attributes/content
  </game>
  // rest of your game content
</asl>

and also the library file(s) must be in the same location/folder as your game file.


and if you want to create GUI/Editor 'Tabs' and their 'Controls' :

http://docs.textadventures.co.uk/quest/guides/using_types_and_tabs__advanced_.html
http://docs.textadventures.co.uk/quest/guides/more_on_tabs__advanced_.html


The Pixie
07 Oct 2016, 07:34

Happy to check it out.


onimike
07 Oct 2016, 13:30

Thanks HK thats really decent. I like the idea of add custom tabs to questing characters hummm makes me think now lol.
And Pixie sent email with file just ask any questions you have ill do my best to answer.

Mike


hegemonkhan
07 Oct 2016, 21:26

no... the 'Tabs + Controls' is just for making it available should/if they/you want to be able to use the GUI~Editor to make a game.

Pixie has many libraries, where he/she puts in GUI~Editor 'Tabs (and their 'Controls')', making it easier to implement/add his libraries' functionality/capabilities/features/content into your own game.

for example, Pixie's Combat Library, probably let's you select a 'damage-elemental/elemental type' for monsters, spells, and/or equipment, through the "ease-of-use" with the GUI~Editor's Tabs (drop down boxes, text boxes, etc) of your own game, by including in his/her Combat library (along with the rest of the actual combat content of course: the damage-elemental/elemental types, etc etc etc stuff) 'Tab' and 'Control' Elements, which will put/create those Tabs in the GUI~Editor for your own game, letting you use those GUI~Editor Tabs (and their Controls)/options to add/choose/define the combat content from the library into your game, instead of coding it in yourself.


onimike
09 Oct 2016, 20:40

Hello again just wanted to share the most recent version of my questing system demo. I will be adding a more informative guide on using it in its current state as its kinda confusing...
I know its not convent yet but go through and look how the scripts attach to each other, check out the attributes and how they work as part in the system. I want to add a way point system to point to next quests and what should be done next. For now I think some people could maybe use this and improve on it. I will keep it updated if people are interested in it.

Download file below for the system demo.
https://drive.google.com/file/d/0BxyXWqZ3bKu3aFdtTGdZaEw2czg/view?usp=sharing