Create a Quest object by right-clicking in the Project, and selecting Create/Game Modules/Quest/Quest
Each Quest, like other Game Module objects, can effect Stats, and has a Dictionaries object attached to it.
Main Settings
Stat Effects
Once you have Stats set up, you can set how this Quest will affect them here. Learn more about the details of this panel on the Item Objects page.
Quests can affect Stats based on the quest status: InProgress, Succeeded, or Failed. The setup for the effects are the same for each, but this will allow you to provide temporary stat benefits for quests which are InProgress, or permanent benefits for those which are Succeeded or Failed.
As an example, perhaps if a player succeeds in a specific quest, their "Likability" stat goes up, while if they fail, there is no effect -- or even a negative effect!
GameModulesActor has a GameQuestList quests on it. If you inherit your Actor from this or from GameModulesInventoryActor, you will have access to this list.
The GetOtherLevels() method, which is required by any IHaveStats object to compute final stat values, is already created, though you can override it if you'd like.
The ModificationLevels property on the GameQuest object returns the ModificationLevel based on the status of the quest.
All of this is automatic if you inherit from GameModulesActor or GameModulesInventoryActor.
Here you can manage the values on the various Dictionaries key/value pairs set up. Each one is a List and you can add and re-order the entires as you'd like. Each KeyValue can hold many different types, including Game Module types.
To add keys to individual Quest objects, you will need click the "Manage Quests" button at the top of the Inspector. Dictionaries keys are the same for all Quests of the same objectType. On the "Manage Quests" panel you can set up Keys, and optionally choose to display strings in those keys as a textbox.
Last modified 8mo ago