Infinity PBR by Magic Pig Games
  • Infinity PBR Documentation
  • Game Modules 4
    • ➡️Quick Start
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      • Quick Start: Creating Game Module Objects
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      • Inflicting Damage with Conditions
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      • Viewer: Condition / GameConditionList
      • Viewer: Quest / GameQuestList
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        • Count() Methods
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      • Blackboard
        • Blackboard.cs
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          • Use extension methods to check BlackboardNotes (or events)
      • Stats
        • IHaveStats
        • Stat.cs
        • GameStat.cs
        • GameStatList.cs
        • Mastery Levels
      • Loot
        • LootItems.cs
        • LootBox.cs
        • GameLootBox.cs
        • Generating & Handling Loot
        • Custom Loot Generation Algorithm
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        • ItemObject.cs
          • Manage Item Objects
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            • Variables Methods
        • GameItemObject.cs
        • GameItemObjectList.cs
        • ItemAttribute.cs
          • Manage Item Attributes
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        • GameItemAttribute.cs
        • GameItemAttributeList.cs
        • Code Examples
      • Conditions
        • Condition.cs
          • Main Settings
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        • GameCondition.cs
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      • Quests
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    • Game Module "Systems"
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      • First Person Movement
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    • Game Module Demo Projects
      • Party Based RPG
        • Title Scene
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    • Magic Time for Game Modules
  • ✨Northstar Tracking System
    • ✅Overview & Quickstart
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      • 🫐Demo Scene
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        • Create a Custom Navigation Bar
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  • 🚀Projectile Factory
    • 👀Overview & Quickstart
      • ➡️Quick Start Guide
        • Create Your First Projectile
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    • ✅3rd Party Particle Integrations [16]
      • ▶️Archanor VFX [5]
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      • ▶️kripto289 [1]
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      • ▶️Jean Moreno [1]
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      • ▶️Synty Studios [1]
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        • Toggle Objects At Events Observer Object
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        • Set Layer of All Projectiles
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  • Additional Systems & Tools
    • 🎨Runtime Color Sampler
      • Quick Start
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    • 🙎‍♀️Portrait Avatars
      • Setup
        • Create a Portrait Avatar
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    • 🎛️Audio Clip Combiner
    • 🌈Color Shifter
    • 🛠️Support Classes
      • Utilities.cs
      • InfinityExtensions.cs
  • ⌛Magic Time - Local Time Scale
    • Overview
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    • Local Time Scale
      • Local Time Scale Scripting
    • Magic Time Manager
      • Magic Time Manager Scripting
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      • IHaveLocalTime
      • Magic Time User Scripting
      • Additional "Magic Time User" Components
    • Time Zone
  • Equipment Systems
    • Overview
    • Blend Shapes Manager
    • Blend Shapes Preset Manager
    • Prefab and Object Manager
      • Humanoid Demo & Setup
      • EquipmentObject.cs
      • Prefab Groups
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      • Scripting Examples
    • Wardrobe Prefab Manager
  • 📽️General Tutorials
    • Quick 3rd Person Controller
  • ⚔️Legend of the Stones
    • Actors, Players, NPCs
    • Systems
      • Game State
  • External Links
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On this page
  • Main Settings
  • Can Revert
  • Send Quest Event
  • Game ID Source
  • Description
  • Success & Failure Conditions
  • Success & Failure Rewards

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  1. Game Modules 4
  2. Module Documentation
  3. Quests
  4. Quest

Quest Step Settings

v4.0

PreviousMain SettingsNextQuest Steps

Last updated 1 year ago

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Main Settings

Quest Steps individual parts of a Quest.

Generally for a Quest to be completed successfully, each Quest Step must be completed successfully.

That means that if at least one Quest Step fails, the entire Quest will fail. Similarly, if at least one Failure Condition on the Quest Step fails, the entire quest will fail.

However, the "Can Revert" flag, when true, enables Quest Steps to revert from success or failure, if the conditions change.

You can name the Quest Step in the field at the top, and if you have multiple Quest Steps, you can reorder them, which is important when the steps must be completed sequentially.

Can Revert

When true, the Quest Step will continue to check the conditions, and may return to another state if the condition values change. In the example above, the step is called "Have 100 Gold", and it can revert.

The Success Condition is "Gold is 100 or More". This means that if gold falls below 100, the Quest Step will revert from Success to In Progress.

Set this to false if you wish to ensure that the Quest Step can not revert back once it has been marked a success or failure.

Send Quest Event

If a Quest Step can revert, then the same event may be sent multiple times.

Game ID Source

GameID is a unique in-game identifier for game objects such as GameQuest etc. For GameSteps, you can choose how to populate this value.

Use Owner

This is likely the most commonly used option.

The GameId of the "Owner" of the GameQuest / GameQuestList will be used.

Set Manually

With this option, you will need to set the GameId value via code, manually, at runtime. The name of the QuestStep is required, so if you change the name, your code will need to be updated, if you specify the name.

// Example: Set the GameId
GameQuest.SetGameId("Have 100 Gold", gameId); // Up to you what value gameId has!

Set Now

With this option, you can enter a value to use for the GameId. This should match the GameId on the object which sends data to the MainBlackboard.

Description

This optional value can be used in your project, perhaps in the UI describing quests and their steps.

Success & Failure Conditions

Quest Conditions are the various things that must be for the Quest Step to "succeed" or "fail". Each step can have multiple Success Conditions and Failure Conditions -- or none at all.

If there are no success conditions, then you must handle the completion of the Quest Step manually -- or manually set the entire Quest to succeed.

Changing the values in the Quest Condition object here will change them for all places where they are used.

Success & Failure Rewards

You can add any number of Quest Reward objects.

If the Quest Step can revert, rewards may be given multiple times!

Changing the values in the Quest Reward object here will change them for all places where they are used.

When true, the Quest Step will send when its status changes. Your scripts will have to decide which quests to listen for, and what to do when events are received.

can be given to the Owner of the quest upon completion of the Quest Step -- both for successful and failed completion. Quest Reward objects should be set up prior to adding them to these sections.

Quest Events
Quest Rewards
Both Success and Failure panels have the same options.