Quest Step Settings
v4.0
Last updated
v4.0
Last updated
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.
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.
When true, the Quest Step will send Quest Events when its status changes. Your scripts will have to decide which quests to listen for, and what to do when events are received.
If a Quest Step can revert, then the same event may be sent multiple times.
GameID
is a unique in-game identifier for game objects such as GameQuest etc. For GameSteps, you can choose how to populate this value.
This is likely the most commonly used option.
The GameId
of the "Owner" of the GameQuest
/ GameQuestList
will be used.
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.
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
.
This optional value can be used in your project, perhaps in the UI describing quests and their steps.
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.
Quest Rewards 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.
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.