Bool variables
| Submitted by Lukawh on Wed, 2014-09-10 14:42 | ||
Hi everyone. I'll try to be as quick as possible. I am trying to create a quest in my custom DS 1 map, similar to Clearing orchad cellar in LOU, so I am duplicating all files related to the quest (hope it doesn't violate author's rights). However I got stuck at the set_bool object. There is a specific bool_variable value used there. Where are those bool variables to be found? In world/maps/ somewhere or...? forums: |
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Hi Lukawh,
If you are using Legends of Utrae that is Iryan's work so I am sure if you where to ask him he would let you, and if you release the map you must without a doubt give him credit for his work in your readme file. Now as to where the bool_variables are stored you will need to ask Iryan or
KillerGremal because I have no idea.
There's no need to give credit as this information is available at the GPG Siege University and in the official maps. That's how I found out about quest bools and accumulate_triggers.
The Orchard Cellar quest is made of multiple parts.
The first part is that the monsters have an instance_trigger that sends a we_req_activate message whenever the world_message "we_killed" is received.
[common] { [instance_triggers] { [*] { action* = send_world_message("we_req_activate",0x081000ca,0f,"default","",0); b can_self_destruct = true; condition* = receive_world_message("we_killed",0,"on_first_message"), doc("[*one-shot check (trigger is one-shot)*]"); f delay = 0.000000; b flip_flop = false; b multi_player = true; occupants_group = ; f reset_duration = 0.000000; b single_player = true; b single_shot = true; b start_active = true; } } }The we_req_activate message is sent to an accumulate_trigger which is found in special.gas
[t:accumulate_trigger,n:0x081000ca] { [generic_accumtrigger] { i num_til_send = 7; x send_to_scid = 0x081000c9; } [placement] { p position = -0.880425,1,-0.182651,0xdefa0328; } }When 7 monsters, set out like the example monster, are killed the accumulate_trigger sends a message to a trigger_generic which updates the quest status.
[t:trigger_generic,n:0x081000c9] { [common] { dev_instance_text = "QUEST"; [instance_triggers] { [*] { action* = send_world_message("we_req_activate",0x081000cd,0f,"default","",0), doc("set bool true"); action* = change_quest_state("quest_orchard_quest","active",1); action* = change_quest_state("quest_orchard_quest","completed",0); b can_self_destruct = true; condition* = receive_world_message("we_req_activate",0,"on_first_message"), doc("[*one-shot check (trigger is one-shot)*]"); f delay = 0.000000; b flip_flop = false; b multi_player = true; b no_trig_bits = false; occupants_group = ; f reset_duration = 0.000000; b single_player = true; b single_shot = true; b start_active = true; } } } [placement] { p position = -0.262864,0,-1.40863,0xbb49030a; } }This marks the quest state as completed for step 0 and so you receive the prompt to return to Morn Pelfador for your reward. The second step is handled in his job_talk_orchard_quest.skrit with this line;
else if ( Victory.IsQuestCompleted( "quest_orchard_quest" )) { m_Go$.GetConversation.RSSelectConversation( "conversation_orchard_quest_complete" ); }I know a bool variable is also set but I actually don't know that's required as I can't find any reference to what it effects and to be truthful, its been so long since I handled this stuff I can't remember.
Thanks for advices. I was able to discover all the parts of the quest and made a test map. The quest worked pretty well even without the bool variable specified
So I guess it's not neccessary. Now I can't wait to apply this in my map.
Since I learnt doing this from the LOU, credit will be given even despite the information being avadaible from official sources, in case official release occurs