Difference between revisions of "Bethesda Tutorial Quest Loose Ends"
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Bethesda Tutorial Quest Loose Ends (edit)
Revision as of 03:34, 17 February 2012
, 03:34, 17 February 2012Applying the three new templates: InDepth, ProTip and WarningBox.
imported>Scrivener07 |
imported>Catwheezle m (Applying the three new templates: InDepth, ProTip and WarningBox.) |
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[[File:AllowDisabled.png]] | [[File:AllowDisabled.png]] | ||
{{Template:InDepth|Technically for a "Specific Reference" fill type alias, you can get away without checking this box, but it's good practice and will help establish strong alias habits for when we do the more advanced material later. :-)}} | |||
Now we just need to set the thief to turn on at the appropriate time. We'll do this in the script for quest stage 10. Alter it so it now reads: | Now we just need to set the thief to turn on at the appropriate time. We'll do this in the script for quest stage 10. Alter it so it now reads: | ||
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Now there's the matter of the gold. We add gold the same way we add any item. But that means we have to make a property on the quest script that points to the gold. Click on the "Properties" button, and you'll see the automatically-created alias properties already in the list. Add a new property of type "MiscObject" and call it "Gold001" -- it will auto-fill, so you're good to go. | Now there's the matter of the gold. We add gold the same way we add any item. But that means we have to make a property on the quest script that points to the gold. Click on the "Properties" button, and you'll see the automatically-created alias properties already in the list. Add a new property of type "MiscObject" and call it "Gold001" -- it will auto-fill, so you're good to go. | ||
{{Template:InDepth|Back in the day, we used to have different base objects for different denominations of gold, hence the "001" appended to the name of the single gold piece.}} | |||
Now that we have that property, we just have to add this line: | Now that we have that property, we just have to add this line: | ||
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Now it will automatically multiply the worth of amulet by two, and give that much gold to the player. | Now it will automatically multiply the worth of amulet by two, and give that much gold to the player. | ||
{{Template:InDepth|Note that we're making this gold out of thin air, rather than having it in Bendu's inventory and moving it to the player. This is a minor break in "realism" that we typically use for quest rewards, to avoid players getting them too easily via pickpocketing/killing/etc.}} | |||
=Dropping the Amulet= | =Dropping the Amulet= | ||
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Now the player will be stuck with this item until they finish the quest. (Luckily for her, quest objects don't count towards encumbrance, so it will never be a true burden.) | Now the player will be stuck with this item until they finish the quest. (Luckily for her, quest objects don't count towards encumbrance, so it will never be a true burden.) | ||
{{Template:NewFeature|In Fallout 3 and earlier Elder Scrolls games, the "Quest Object" flag lived on the base object itself.}} | |||
=Coming Back Later= | =Coming Back Later= | ||
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Now if you leave the dialogue while Bendu is talking, he'll react just as if you had chosen "Sorry, not right now." | Now if you leave the dialogue while Bendu is talking, he'll react just as if you had chosen "Sorry, not right now." | ||
{{Template:InDepth|We could also have handled this by playing with the reset timers on the initial line, or using a quest variable instead of a stage.}} | |||
=Hellos/Goodbyes= | =Hellos/Goodbyes= | ||
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** GetQuestCompleted GSQ01 == 1 | ** GetQuestCompleted GSQ01 == 1 | ||
{{Template:InDepth|That second line is actually not a great example, since it's asking a question that we haven't written prompts to allow the player to answer. But you get the idea.}} | |||
You can also make a Goodbye topic, which will get used whenever the player leaves a conversation. | You can also make a Goodbye topic, which will get used whenever the player leaves a conversation. |