Quest System

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Revision as of 13:06, 29 October 2016 by Yorlik (talk | contribs) ((UNUSED) Fail (=delete) a quest)
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The vanilla quest system

File: base_quest_sys.lua
Version: 0.3.3

The quest system allows you to create a series of tasks the player has to follow.
It is possible to jump to any given task at any given time.
Advancing from task to task can be done by fullfilling the completion conditions for a task or externally by sending messages.


Interface

The interface consists of messages being sent to the player. There are 4 important messages:

  • StartQuest
  • AdvanceQuest
  • UpdateQuestUI
  • FinishQuest

Starting a New Quest

  • Assigns a new quest to the player.
  • By chosing the starting task different entry points into the assigned quest are possible
player:SendMessage("StartQuest",questName,startingTask)

example from E:\ShardsServer\PublicServer\Build\base\scripts\ai_npc_alchemist.lua line 229:

user:SendMessage("StartQuest","MageIntroQuest")

Advancing a quest

  • Will make the quest jump to any given task.
  • Very powerful, can create branching quests, quests with multiple endings, etc.
  • If prerequisiteTask is set, the user must be on this task in order to advance
player:SendMessage("AdvanceQuest",questName,questTaskName,prerequisiteTask)

example from Build\base\scripts\ai_catacombs_stranger_worshiper.lua line 382

user:SendMessage("AdvanceQuest","CatacombsStartQuest","TalkToSomeone","Investigate")

(UNUSED) Set the active (tracked) quest in the Quest Tracker UI

  • Changes the quest tracker to the Quest "questName" and updates the Tracker
player:SendMessage("SetActiveQuest",questName)

Example: This Message is never used in Vanilla code, but the handler function is called from other handlers.

(BARELY USED) Refresh Quest Tracker UI with last active quest

  • This one just calls SetActiveQuest with the last active quest from ObjVar
player:SendMessage("RefreshQuestUI")

example: build\base\scripts\player.lua line 1137

this:SendMessage("RefreshQuestUI")

This also is the only use inside the Vanilla code - so it's just for login handling.

Update Quest Tracker UI

  • Redraws the Tracker with the given Quest "questName"
  • When "isTask" is true the given Quest is handled as task. Must be set correctly or bad stuff will happen.
player:SendMessage("UpdateQuestUI",questName,isTask)

example from build\base\scripts\base_quest_sys.lua line 551

this:SendMessage("UpdateQuestUI",questName) 
  • This is used inside the function which initiates a new quest of name <questName>.
  • This message can be used to to update the QuestTracker.

(UNUSED) Fail (=delete) a quest

  • This simply removes the quest from the players quest table.

Caveat: Just removing the quest data from the table does not guarantee proper undoing of a quest. There might be side effects from OBjVars Set, Quest Item given, etc.

player:SendMessage("FailQuest",questName)
  • example: none in the entire Vanilla Codebase.
  • Use FinishQuest below to end a quest

Finish Quest

  • Finishes a quest and runs finishing Actions if "runFinishActions" is true
player:SendMessage("FinishQuest",questName,runFinishActions)
  • example #1 from Build\base\scripts\ai_npc_catacombs_priest.lua line 425:
user:SendMessage("FinishQuest","CatacombsStartQuest")
  • example #2 from Build\base\scripts\ai_npc_catacombs_fruit_vendor.lua line 188:
user:SendMessage("FinishQuest","FruitQuest",true)

Here the "true" for "runFinishActions" is used.

Quest Task Actions

QuestTaskActions = {}

Functions that get called when a task is finished or initiated in

  • StartActions or
  • FinishActions

ConsumeItems

ConsumeItems = function (user,task)
    backpackObj:ConsumeItemsInContainer(task.TaskConsumeItemList,task.TaskForceConsumeItems)

ObjVar

ObjVar = function (user,task)
    if task.TaskDeleteObjVar ~= nil and task.TaskDeleteObjVar ~= false then
    user:DelObjVar(task.TaskObjVarName)

SetObjVar

SetObjVar = function (user,task)
    user:SetObjVar(task.TaskSetObjVar,task.TaskSetObjVarValue)

Resource

Resource = function (user,task)
    user:RequestConsumeResource(task.ResourceRequired,task.ResourceAmount,"QuestConsumeResource",this)

ObjVarValue

ObjVarValue = ObjVar,

SetObjVar

SetObjVar = function (user,task)
    user:SetObjVar(task.TaskSetObjVar,task.TaskSetObjVarValue)

Dialog

Dialog = function (user,task) --throw up dialog
    NPCInteraction(task.DialogText,nil,user,"Responses",response,task.DialogTitle)

NPCDialog

--THIS IS NOT GUARENTEED TO THROW A DIALOG UP IF YOU'RE OUTSIDE OF RANGE --throw up npc dialog

NPCDialog = function (user,task)--throw up dialog
    local response = task.DialogResponses or Template:Text="Ok.",handle="Ok"
    local npc = FindObject(SearchMulti({ SearchMobileInRange(5), SearchTemplate(task.NPCTemplate), }))
    NPCInteraction(task.DialogText,npc,user,"Responses",response,nil,NPC_SEARCH_RANGE)

PlayEffect

--play an effect

PlayEffect = function(user,task)

this:PlayEffect(task.EffectToPlay) -- No EffectDuration Given !!!!

CreateItem

--AS A RULE OF THUMB, ONLY CALL THIS IF YOU KNOW YOU WILL BE IN PROXIMITY TO A GIVEN NPC --create object lists

CreateItem = function(user,task)
    local creationTemplate = task.Reward or task.RewardItem or task.TaskItem or task.Item
    ... give item ...
    this:SystemMessage("[D7D700]You have received a "..name,"event")

RandomItem

RandomItem = function(user,task)
    local creationTemplate = task.RewardChoices[math.random(1,#task.RewardChoices)]
    ... give random item ...
    this:SystemMessage("[D7D700]You have received a "..name,"event")


CreateItems

--AS A RULE OF THUMB, ONLY CALL THIS IF YOU KNOW YOU WILL BE IN PROXIMITY TO A GIVEN NPC

CreateItems = function (user,task)
     for i,j in pairs (task.RewardItems) do
     ... give stuff ...


ConsumeItemsWithObjVar

--AS A RULE OF THUMB, ONLY CALL THIS IF YOU KNOW YOU WILL BE IN PROXIMITY TO A GIVEN NPC

ConsumeItemsWithObjVar = function (user,task)
     local items = FindObjects(SearchMulti({SearchContainer(backpackObj),
     SearchHasObjVar(task.ItemObjVarName)}	))
     ... Destroy All items ...

CreateObjects

--create random mobiles or other random objects CreateObjects = function(user,task)

    for i=0,task.SpawnAmount,1 do

CreateObj(task.SpawnTemplates[math.random(1,#task.SpawnTemplates)], task.SpawnLocations[math.random(1,#task.SpawnLocations)],"created")

SendMessageToNPC

--send a message to an object

SendMessageToNPC = function(user,task)
        local npc = FindObject(SearchMulti({SearchTemplate(task.NPCTemplate)}))
        npc:SendMessage(task.TaskMessage,task.TaskMessageArgs)

SendMessageToPlayer

--send a message to a player

SendMessageToPlayer = function(user,task)
        user:SendMessage(task.TaskMessage,task.TaskMessageArgs)

Hint

--show a hint to a player

Hint = function(user,task)
    user:SendMessage("ShowHint",task.Hint)

Quest Callbacks

QuestCallbacks = { ... callback function list ...}
  • Callbacks have <user>,<task> as parameters and additional optional parameters.
  • They are used to check Quest/Task entry/exit conditions.
  • They return true or false.

NPCInteraction

True when interacting with an NPC made from a given template

NPCInteraction = function(user,task,templateId)
        if templateId == task.NPCTemplate then return true ....

HaveFaction

True when having a minimum reputation with a given faction

HaveFaction = function (user,task)
        if (GetFaction(user,task.FactionName) >= task.FactionAmount) then return true ....

HaveItemWithObjVar

True when having an item with a certain ObjVar set. ("Flagged Item")

HaveItemWithObjVar = function (user,task)
 ... local items = FindObjects(SearchMulti({{
          SearchContainer(backpackObj),
          SearchHasObjVar(task.ItemObjVarName)}}
          ))

HasItemInList

True when having an item with a template from a given list of item templates.

HasItemInList = function (user,task)
... for i,j in pairs(items) do
        for i,itemId in pairs(task.ItemList) do ....
            if (j:GetCreationTemplateId() == itemId) then return true

HasPet

True when having any pet.

HasPet = function (user,task)
               if (user:HasObjVar("Minions")) then return true

KnowRecipe

True when knowing a given recipe.

KnowRecipe = function(user,task)
        if (HasRecipe(user,task.TaskRecipe)) then return true

Items

True when having the required amount of a list of items. This allows doing complex collector quests.

Items = function (user,task)
        return user:GetEquippedObject("Backpack"):HasItemsInContainer(task.TaskItemList)

ObjVar

True if the user has a given ObjVar (ObjVar basically is a flag)

ObjVar = function (user,task)
        if (user:HasObjVar(task.TaskObjVarName)) then return true

ObjVarValue

True if the user has a given ObjVar with a given value (ObjVar basically is a flag)

ObjVarValue = function (user,task)
        if (user:GetObjVar(task.TaskObjVarName) == task.TaskObjVarValue) then return true

ObjVarValueMin

True if the value of a given ObjVar is at least as big as the given threshold

ObjVarValueMin = function (user,task)
        if (user:GetObjVar(task.TaskObjVarName) >= task.TaskObjVarValue) then return true

Resource

True when the player has the required amount of a given resource.

Resource = function (user,task)
        if user:GetEquippedObject("Backpack"):CountResourcesInContainer(task.ResourceRequired) 
             >= task.ResourceCount then return true

ExitRegion

True when the player is NOT in a given region. It is not actually leaving ...

ExitRegion = function(user,task)--left region
        if (not user:IsInRegion(task.TaskRegion)) then return true

EnterRegion

True when the player is in a given region. It is not actually entering ...

EnterRegion = function(user,task)--entered region
        if (user:IsInRegion(task.TaskRegion)) then return true

EnterRegions

True when the player is in ANY of the given region. It is not actually entering ...

EnterRegions = function(user,task) --left region
        for i,j in pairs(task.TaskRegions) do
            if (user:IsInRegion(j)) then return true

CompleteOnEnter

Always returns true ... WTF ???

CompleteOnEnter = function(user,task)
        return true

HaveSkillLevel

True if the player has reached a minimum skill level in a given skill.

HaveSkillLevel = function (user,task)
        if (this:GetSkillLevel(task.TaskSkillType) >= task.TaskSkillLevel) then return true

HasCombatStance

True if the player is in a given combat stance.

HasCombatStance = function (user,task)
        if (this:GetSharedObjectProperty("CombatStance") == task.StanceRequired) then return true

GainSkillLevel

True if the player has levelled in a given skill.

GainSkillLevel = function(user,task)
        local lastSkillLevel = mLastSkillLevel or this:GetSkillLevel(task.TaskSkillType)
        mLastSkillLevel = this:GetSkillLevel(task.TaskSkillType)
        if (lastSkillLevel < mLastSkillLevel) then  return true

Making a quest: The Questtable Structure

File: data_quests.lua
Version: 0.3.3

The Quests Main Table:

AllQuests = {
    HomoSapiensQuest={... QuestData ...},
    Quest_02={... QuestData ...},
    Quest_03={... QuestData ...},
    Quest_04={... QuestData ...},
    Quest_05={... QuestData ...},
    Quest_06={... QuestData ...},
}

A quest inside the Main Quests Table

Here defined outside the main quests table, using the dot notation. That's entirely subject to taste.

AllQuests.HomoSapiensQuest = {
    QuestName = "HomoSapiensQuest ",
    StartConditions = {"EnterRegion"}, -- OPTIONAL - See below
    StartConditionArgs = {TaskRegion = "FollowerHubRegion"}, -- OPTIONAL - See below
    Description = "This is an example description for a silly quest",
    StartingTask = "TalkToTheQuestgiverApe",	
    QuestDisplayName = "[ECD905]Do the most stupid quest ever[-]",
    QuestPlayerScript = "quest_player_starting", -- THIS IS ONLY USED IN THE STARTING QUEST. NO SUCH SCRIPT EXISTS !!!
    Notify = false,  -- THIS IS ONLY USED IN THE STARTING QUEST. Prolly good for nuffin' ~Yorlik
    Repeatable = true, -- OPTIONAL (makes quest repeatable)
    QuestCompleteMessage = "You have proven to be a braindead individual which is stupidly following arbitrary 
                                  instructions. You must be of the species homo sapiens.",
    Tasks = {... tasklist ...}
}
Fields of the Quest Structure
  • QuestName = String. Name of the Quest. Is the same like the handle of the Quest inside the Quests table.
  • Description = String. Description of the quest. Used in the quest window as description.
  • StartingTask = String. Handle of the starting task in the tasklist.
  • QuestDisplayName = String. Quest Title shown in the quest tracker.
  • Repeatable(optional) = Bool (true/false). Make a quest repeatable if true.
  • QuestCompleteMessage = String. When the Quest is completed this text is displayed in the Message popping up.
  • StartConditions(optional) = {"EnterRegion"} Callback to use for checking the conditional. See Quest Callbacks above.
  • StartConditionArgs(optional) = {TaskRegion = "FollowerHubRegion"} - Given as arguments to the callback. See Quest Callbacks above.
  • Tasks = A table holding the individual steps (=tasks) of a quest

The tasklist inside the HomoSapiensQuest Table

Here defined outside the main quest table, using the dot notation:

AllQuests.HomoSapiensQuest.Tasks= {
    TalkToTheQuestgiverApe = {... Task Data ...},
    TalkToTheQuestgiverApeAgain = {... Task Data ...},
    TalkToTheQuestgiverApeAgainAndAgain = {... Task Data ...},
    TalkToTheQuestgiverApeALastTime = {... Task Data ...},
}

A single task Structure

Here defined outside the tasklist table, using the dot notation:

AllQuests.HomoSapiensQuest.Tasks.TalkToTheQuestgiverApe ={
    TaskName = "TalkToTheQuestgiverApe",
    Description = "Talk to the ale drinking ape in the Tavern",
    Hint = "Be a Homo Sapiens and behave like one.",
    DialogText = "You feel unsecure about being a machine or a living being. You should speak to a monkey. Preferably a drunken one.",
    DialogTitle = "Passing the Turing test...",
    NextTask = "TalkToTheQuestgiverApeAgain",
    IsQuestEnding = false,
    StartActions= {}, -- Starting and Finishing Actions - See Quest Task Actions doc above
    FinishActions={},
    CompletionConditions = {
        "ObjVar",
        },
    TaskObjVarName = "Intro|TheDrinkingApe",
}
Fields inside the task structure
  • TaskName = Name of the Task. Same as the handle in the tasklist.
  • Description = Short description of the task shown in the quest tracker.
  • NextTask = Next task after the current task is finished. Using the "AdvanceQuest" message in the AI/Dialogue System this can be overridden
  • IsQuestEnding = (optional) Bool (true/false). Is this task ending the quest?
  • CompletionConditions = table. Conditions defining the end of the task. Depends on the Quest Callbacks above.
  • TaskObjVarName = Parameter for the callback "ObjVar" in the CompletionConditions. See Callback documentation above.
  • Hint = Hint shown by the "Hint" Quest Task Action in Start of Finish Actions
  • DialogText = Dialog text for the "Dialog" or "NpcDialog" Quest Task Actions
  • DialogTitle = Dialog title for the "Dialog" or "NpcDialog" Quest Task Actions
  • StartActions = Starting Actions for the task. See Quest Task Action doc above

example with 2 actions :

StartActions = {"Hint", "SetObjVar"}
  • FinishActions = "" Like StartActions, just for for exit ...