Universal quest script

Lich

Water Chip? Been There, Done That
Some days i made town with 10 NPC which everyone got something to say. When i used universal dialogue script it takes me just one day to finish it, because i only change text content in every person. When i try made the same effect using different scripts it takes me much longer time. Mod was ok but too empty, most important stuff in RPGs are quests which give you money & experience to develop character, otherwise its just empty adventure.

So i start wonder about universal quest script. Its very important to mod because without it will take too long build it. It must be something different that "bring me some item" known from Wasteland Merc (it was not tragic but very boring)

Quest its some action which need to be done. Every action you made in the world depend on stats and skills. So quest script should mostly check its amount. Also important is background and person.

Examples:

Background scenery: well
Background person: villager
Action: skill repair (villager want repair well)
Action: stat strenght (villager want get heavy bucket from well)

Probably old known, but little changed script from Arroyo could be used to made universal quest. Olways you got person which want you to do something in the world. But you may use it in many possibilities. Soon i will put some code. Tell me if somebody think about the same and results.
 
For NPC critters, it sounds great. Populating a town with people who have different things to say based off your abilities, perks, strengths, and weaknesses rather than just a couple of float messages is a good idea. Definitely better than writing different scripts for each critter. However, would this really work for quests? Don't get me wrong, Lich, I like your work, and have included bits and pieces of it in the Megamod (still working on incorporating Vault 5). But, wouldn't doing something like this merely add a bunch of pointless quests that are not really that deep nor driven by the main story?
 
I think Lich has great idea here. I mean sort of thing could save a lot of mods (scripting killed us at MR).

Okay the whole universal scripting for dialog is a great idea as most dilalog is the same structure.

Teh problems with quests is that they can vary quite a bit, so a universal script might not be that possible, but why not just make a set of universal scripts for quests eg:

- go get item and return quest = 1st universal quest script
- fix the broken well = 2nd universal quest script
- go kill 'Person X' = 3rd universal quest script
- Talk 'Person X' into doing 'something' = 4th universal quest script
- Find out information about 'something' and return = 5th universal quest script

This sort of thing would work, if we all got together and came up with a list of the most common sort of quests then some scripters got toegther and made the scripts as a template. Once the basic scripts are all done they could be uploaded to nma for other modders to use, I get the impression that even a scripting moron like myself could probably figure out how to modify a template.
 
No i think it IS possible made only one universal script, because it may be build from components from you use only one chosen. Script dont need use everything in his content, because some fragments may be invisible for game:

// Invisible code line

/*
Invisible
few code
lines
*/

For example Obj_Dude script got hidden pissibilities like self made antidote from scorpion tails and create healing powder from flower & root. It work when you enter new map (check map_enter_p_proc) just remove "/*" and "*/" then code will be active.

There are few possibilities of quest like you say, but they all could exist as components hidden in one script. You may only active chosen component and make little changes. For example skill test where chose strenght as stat to that quest. They all could be made the same way by just activate some script part you want use. Its so easy that everyone should known how use it.. and amount of new quests will grown very fast!

I think about build that code and easy tutorial how use it.
(most important stuff in whole moding world)

Uh and tutorial how use script may be hidden iside it by comments (invisible code lines) F2 programers used it many times.

Smething like
// Here you select skill you want test, just remove slash before it
// str
// end
// int
// cha
// Here you put amount of skill which is required
0
 
Sounds like a good idea, so the modder can just use the parts of the script that are required.
 
I like the overall idea of this universal script. If it could be done accurately, then it would help a lot of new scripters.

Personally, I like to make them separately as all scripts are unique and need different things. But as Lich said, you can hide things in comment lines for later use. I have a set of basic dialogue scrpts set up for use already.

If you need any input, then let me know.

EDIT

Just thinking about this,

You could add comment lines with code for random walking, text , attacking dude on sight etc. In theory a lot of things are constant with scripts and are used in all of them. Are you going to do this Lich or was it just an idea?
 
Ok i made first version, its tested and system work. Script is build from hidden code components. Its easy, just activate parts you want use in your NPC. There is many combinations of components so it may work many different ways. Imagine: just one script for every NPC in your mod and so easy to use it! Surely it should increase scripting speed (most important and dificulty part of every mod)

I made UQS HomePage visit it for download latest vesion.

1.1 contain components of:
-NPC movement
-floating message interaction
-and short dialog interaction

Its very first relase which mostly shown "code component system"
Now i will think about upgrade it by new components: medium dialog and basic quest. I hope scripting will be easy like never before.

If you want help: write simple script code (for quest or anything may be usable) and i will add it to UQS as new component
 
Would definitely help potential modders out. As usual, great work, Lich.
 
I made some update (check UQS HomePage for download new version)
-new movement
-medium dialog
-skill quest

User need only basic knowledge about scripting, just follow instruction inside script and turn on components you like for NPC.

Tell me your sugestions about new components UQS should have.
 
What about loading all optional setup straight from .msg file, so no script editation would be needed.
 
mad_eye said:
What about loading all optional setup straight from .msg file, so no script editation would be needed.

*.ssl (script file) may be connected to windows notepad, so you may edit it by simple doubleclick (like typical file.txt) Every changes you made its just remove "//" in few places (invent something more easy its just LAZY IDEA)
 
Yea, but you must compile. I mean, if everything would be stored in .msg files (dialogue links, number of answers, rewards, conditions etc.) in some smart format. It would be much more easier to build dialogues for common users.
 
mad_eye said:
Yea, but you must compile. I mean, if everything would be stored in .msg files (dialogue links, number of answers, rewards, conditions etc.) in some smart format. It would be much more easier to build dialogues for common users.

Can you explain it bit more? because i dont understand your concept.. UQS contain all files you need to quick build NPC script (script *.ssl file and dialog content *.msg file) Script contain components list for NPC movement, interaction, quest, treasure and you build it by activate combinations what you like for game situation. There is many possible combinations of components you activate so one script may be usefull for hundreads NPC. Its great system and i DONT need rebuild it! Mostly i want help by sugestions about new components UQS should have.

Lately i made many updates, see actual progress
 
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