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Sims Ville Roleplay - The Quest System

 
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francot514
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PostPosted: Fri Jan 17, 2014 1:53 am    Post subject: Sims Ville Roleplay - The Quest System Reply with quote

Today in this post i want to start showing how the quest system will work in Sims Ville Roleplay.

Firts, you get a quest letter added to your inventory.



Later, you talk with some npc as part of duty.


Finally you recieve your reward in a gift box.
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André
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PostPosted: Fri Jan 17, 2014 11:49 am    Post subject: Reply with quote

Looks cool, a new NPC!
And where can I get the files?
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DamonDamore
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PostPosted: Fri Jan 17, 2014 1:06 pm    Post subject: Reply with quote

Nice to see this being used finally, guess once I finish my seasons thing it won't be such a new idea. laugh
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francot514
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PostPosted: Fri Jan 17, 2014 7:30 pm    Post subject: Reply with quote

Andre, the files will be ready up whith sims ville roleplay application program next update.

And damon you dont need to make a new one, you can really help me i need so much code hacking to allow the quest past trough many objects interactions.
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DamonDamore
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PostPosted: Sat Jan 18, 2014 12:03 am    Post subject: Reply with quote

Well mine deals a lot with specific things I'm adding, and actually most of it is pretty simple like "bring item x to NPC y".
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francot514
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PostPosted: Sat Jan 18, 2014 8:48 pm    Post subject: Reply with quote

Youre always using codex to create new primitives expressions??? the quest give item x to npc seems simple, it is??
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VivianLee
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PostPosted: Sat Jan 18, 2014 9:31 pm    Post subject: Reply with quote

Psssssstttt..... It's receive not recieve. Thought you'd like to know.
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DamonDamore
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PostPosted: Sat Jan 18, 2014 10:13 pm    Post subject: Reply with quote

Now I usually use Codex for my BHAVs, but some objects were done in iffPencil.

It's not that it's hard to do, but it becomes a long trading game and I'm putting a lot into the NPCs with bios and stories for all of them and making the quest entertaining for the player, too.

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francot514
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PostPosted: Sun Jan 19, 2014 7:51 pm    Post subject: Reply with quote

Damon, looks your method is better than mine, can you show me some images please???
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DamonDamore
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PostPosted: Mon Jan 20, 2014 12:20 pm    Post subject: Reply with quote

Well my questing system is just coded into the NPCs, and tracked based on what you have in your inventory. There's no central controller, it's all about having the right item to give to the right person.

If I were going to have a controller I would make it an inventory skill token like the snowboarding skill but I'm less concerned with tracking that the player went through all the motions as it's really just a trading game anyway.

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francot514
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PostPosted: Tue Jan 21, 2014 1:54 am    Post subject: Reply with quote

Your quest system is based on makin magic mini quest for ingredients or is different?
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DamonDamore
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PostPosted: Tue Jan 21, 2014 2:51 am    Post subject: Reply with quote

It's loosely based on that. It's mostly simple checks when the player interacts with an NPC to see if they have a relevant item in their pocket.
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francot514
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PostPosted: Wed Jan 22, 2014 9:29 pm    Post subject: Reply with quote

You can show some images?? also youre working on it or doing something else?
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