okay I managed to get the questing functional as per lexicon....but here is the issue I am walking into...
I wanted to make them persistent so I decided to simply write it all down, in theory it all works fine so far but it does not store the quest at all!
the pc can get threough the quest allright but I get to the point where it does not go to the part of the conversation that renders the player unable to do the quest again....
Okay so below I will place the scripts of the tutorial quest I made and hope someone can laugh and point out what I did wrong this time :S
(QG = Quest giver, PC = PC)
QG: Excuse me, could you help me get my doohickey back please?
PC+ Sure! Be right back!
Action taken tab:
//::///////////////////////////////////////////////
//:: FileName dlg_plott_02
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
//:: Created By: Script Wizard
//:: Created On: 17-9-2015 7:08:27
//:://///////////////////////////////////////////
#include "pqj_inc"
void main()
{
// Set the variables
SetLocalInt(GetPCSpeaker(), "iPlottQuest", 100);
// Get the PC who is in this conversation.
object oPC = GetPCSpeaker();
// Update the player's journal.
AddPersistentJournalQuestEntry("QTT", 1, oPC, FALSE);
}
QG: Have you found the Doohickey yet?
Text appears when tab:
//::///////////////////////////////////////////////
//:: FileName dlg_plott_01
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
//:: Created By: Script Wizard
//:: Created On: 17-9-2015 6:58:19
//:://////////////////////////////////////////////
int StartingConditional()
{
// Inspect local variables
if(!(GetLocalInt(GetPCSpeaker(), "iPlottQuest") == 100))
return FALSE;
return TRUE;
}
PC+ Yep!
TAW tab
//::///////////////////////////////////////////////
//:: FileName dlg_plott_03
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
//:: Created By: Script Wizard
//:: Created On: 17-9-2015 7:11:58
//:://////////////////////////////////////////////
#include "nw_i0_tool"
#include "pqj_inc"
int StartingConditional()
{
// Make sure the PC speaker has these items in their inventory
if(!HasItem(GetPCSpeaker(), "itemPlottsDoohickey"))
return FALSE;
return TRUE;
}
OnActionTaken - tab
//::///////////////////////////////////////////////
//:: FileName dlg_plott_03b
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
//:: Created By: Script Wizard
//:: Created On: 17-9-2015 15:57:33
//:://////////////////////////////////////////////
#include "pqj_inc"
void main()
{
// Give the speaker some gold
GiveGoldToCreature(GetPCSpeaker(), 1);
// Give the speaker some XP
GiveXPToCreature(GetPCSpeaker(), 1);
// Remove items from the player's inventory
object oItemToTake;
oItemToTake = GetItemPossessedBy(GetPCSpeaker(), "itemPlottsDoohickey");
if(GetIsObjectValid(oItemToTake) != 0)
DestroyObject(oItemToTake);
// Set the variables
SetLocalInt(GetPCSpeaker(), "iPlottsQuest", 200);
// Get the PC who is in this conversation.
object oPC = GetPCSpeaker();
// Update the player's journal.
AddPersistentJournalQuestEntry("QTT", 3, oPC, FALSE);
}
QG: Oh thank you so much for giving it back to me!
TAW- tab
//::///////////////////////////////////////////////
//:: FileName dlg_plott_01
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
//:: Created By: Script Wizard
//:: Created On: 17-9-2015 6:58:19
//:://////////////////////////////////////////////
#include "pqj_inc"
int StartingConditional()
{
// Inspect local variables
if(!(GetLocalInt(GetPCSpeaker(), "iPlottQuest") == 200))
return FALSE;
return TRUE;
}
as you can tell I want to use the PQJ (Persistent Quest Journal) but only the quest entry remains persistent....how do I fix this?