Fiddling with Questing

Fiddling with Questing

makrohn's picture

So in my efforts to figure out where I can push, prod, and pull this system, as well as make the areas a little more full-figured, I created this small mod.  It creates a small refugee band in the Frontier Outpost, led by Altea, their priest.  While fleeing from the zombie plague, they lost two things:  Altea's holy amulet in a graveyard, and their High Priest to the zombie plague.  Altea is asking you to please find her amulet and kill the old Priest.

I deliberately put both of these quest objectives in different locations, which the text hopefully makes clear.  The idea is that there is ONE questgiver for TWO quest chains, which can be completed singly or simultaneously.

When putting in the dialog options, one has to be very aware of their statuses, so that a quest-giver will give each quest without waiting for the player to finsih one or the other.  Both COULD be assigned using the same dialog set, but I wanted to make sure that it'd work, even if one chain didn't begin with this quest-giver.

One also has to be very attentive to the order in which the dialogs are listed.  As I'm sure Clint can confirm, the last item in the questgiver.txt file is the first one checked for.  If you're not careful with the order and the statuses, you can end up blocking the dialog tree.

The artwork for Altea's profile was nabbed from OpenGameArt.org

Let me know what you think.  Next up I'm thinking of adding a smuggler near the trader, a mourning villager near the gravestones, and a witch or a knight or someone on the Alchemist's dock.

Should be accessible from here on my dropbox:  http://db.tt/vOss8jOo

And I just noticed that I left the sell price on the ring very high, and left the quality at epic...  those should be brought back down to high and maybe 30g...