g3rste / vsquest Goto Github PK
View Code? Open in Web Editor NEWFramework mod for adding quests to Vintage Story
License: MIT License
Framework mod for adding quests to Vintage Story
License: MIT License
Suggestion by:
DarkPaapi โ
Other thing what I wander about is it possible the reward item is depending on the required item. For example NPC asking for a metal ingot and the reward is the matching material. Just asking because I want to expend the utility of the blacksmith, so for a fee he/she can make and repair tools etc. Don't really want to clutter the drop-down hundreds of quests for single items ๐
I'm using VSVillage and attempting to do the Mayor quest where he tasks you with providing food, jobs, houses, and killing drifters. I can complete all of the other items, but no matter how many drifters I kill, or seemingly of what type, I'm still at 0/30 kills
Unfortunately, as far as I can tell, there's no error or warning in the logs regarding it.
I think it would help if there was an option to configure range of any number in quest configuration. The final value would be chosen pseudorandomly.
Examples of what I mean:
Quest shows again 3 to 6 days after completion.
Quest reward is 2 - 5 rusty gears.
Quest objective is to bring 100 - 10 000 black steel ingots.
Another higher level would be to randomly choose one of multiple values.
Kill 10 wolves or drifters => Only wolves would be chosen, so the quest would be about killing 10 wolves.
Receive reward of 20 oak or birch planks => 20 oak planks would be received.
This could be picked when the quest is generated.
It would be nice to have some commands for easier debugging of quests like:
I'm having a bit of trouble with the predecessor
setting on the quest.json
. When I complete the acorninnwelcome quest I have written it does not make any of the quests with it as their predecessor available.
This is what the welcome quest looks like in my code.
{
"id": "vsquestexample:quest-acorninnwelcome",
"cooldown": 999999,
"perPlayer": true,
"gatherObjectives": [
{
"validCodes": ["storagevesselcolored-burnt-blurple"],
"demand": 1
}
],
"itemRewards": [
{
"itemCode": "game:bed-hay-head-north",
"amount": 1
},
{
"itemCode": "game:linensack",
"amount": 4
},
{
"itemCode": "game:knife-copper",
"amount": 1
},
{
"itemCode": "game:axe-copper",
"amount": 1
},
{
"itemCode": "bread-spelt-perfect",
"amount": 32
},
{
"itemCode": "glazedbowl-burnt-clear-blue-plain",
"amount": 1
},
{
"itemCode": "glazedoillamp-clear-blue-up",
"amount": 1
}
]
}
This is what one of the quests that has it as a predecessor looks like.
{
"id": "vsquestexample:quest-acorninnfirewood",
"predecessor": "vsquestexample:quest-acorninnwelcome",
"cooldown": 20,
"perPlayer": true,
"gatherObjectives": [
{
"validCodes": ["firewood"],
"demand": 32
}
],
"itemRewards": [
{
"itemCode": "game:gear-rusty",
"amount": 1
}
]
}
They are all included in the quests array for my quest giver entity. Not sure what I'm missing here.
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