-
Notifications
You must be signed in to change notification settings - Fork 1
Quest Editor
Questie is a powerful quest editor that simplifies the task of creating, storing, and managing quests in your game. Its user-friendly tab system and quest editor interface make it easy to create, edit, and organize your quests, while its secure quest-db.tres file storage ensures that your data is always safe and accessible.
- Intuitive tab system for easy quest management.
- User-friendly quest editor for efficient quest creation and editing.
- Secure quest-db.tres file storage for safe and accessible quest data.
- Treasure button for effortless quest creation and clutter-free workspace.
To start using Questie, open the quest editor by clicking on the Questie tab. From there, you can create, edit, and organize your quests, and store them securely in the quest-db.tres file.
To create a new quest, simply click on the treasure button, and your workspace will transform into the quest workspace, giving you a clutter-free and focused environment to work in.
The quest workspace provides a range of fields that allow you to create, edit, and manage your quests efficiently. These fields include:
- Title: The name of the quest.
- Description: A brief overview of the quest, including any relevant backstory or plot elements.
- Constraints: The rules that must be followed before the quest can be activated from the triggers.
- Triggers: The events or conditions that will trigger and activate the quest.
- Tasks: The main objectives of the quest that must be completed (or failed) before you can claim your reward.
- Rewards: The items or benefits that you will receive upon completing all the quest tasks.
By using these fields in the quest workspace, you can create dynamic and engaging quests that add depth and excitement to your game.
In Questie, quest creation is made easy through the use of quest blocks. These blocks are organized by category and can be accessed on the right side of the workspace. They are essential in constructing your quest and ensuring that it meets the desired conditions.
This block checks if a specific item is present in the player's inventory. It is composed of three parts:
- Item: The item that you want to check.
- Category: The category of the object. Refer to the Item Editor for more information.
- Quantity: The amount of the items that the player must own.
Note that for this block to work, the items must be created with the Item Editor; otherwise, any selection will be NULL.
This block checks if a specific quest is active. It consists of two parts:
- Quest: Clicking on this will display all quests in the database.
- UUID Panel: This panel will display the quest UUID when selected.
Note that the UUID panel is not editable, and selecting the quest will fill this property automatically.
This block defines a rule where a quest must be in the state value defined by the state field. Using this block is equivalent to writing:
if quest.state == QuestState.MyState:
return true
else:
return false
The following properties are available for the Quest State block:
- Quest: The UUID of the quest you want to check
- State: The desired state you want for the quest
The Quest State block defines a rule where a quest must be at the state value defined by the State field. The following states are allowed:
- Idle: The quest is not active yet
- Ongoing: The quest is currently active and in progress
- Failed: The quest has failed and cannot be completed anymore
- Completed: The quest has been completed successfully.
This block defines a constraint rule where the player must be inside a specific location to pass to the trigger check.
- location: the location itself
- category: the location category/region
Note: to use this node you must have created a location using the location editor first.
The get item trigger block checks if a specific item has been added to the player's inventory. If that is the case, this block attempts to activate the quest immediately.
To work properly, this block requires the following information:
- The Item: The item that you want to use for triggering the quest.
- The Category: The category of the item you want to use. If this field is not provided, the item field will not work.
Note that you must create the object you want to use in the Item Editor before using this block. If the object has not been created, this block will not work as intended.
By utilizing the get Item trigger block, you can create quests that are activated when certain items are collected by the player.
This block defines a trigger rule where the player must be inside a specific location to activate the quest
- location: the location itself
- category: the location category/region
Note: to use this node you must have created a location using the location editor first.
This block describes a quest task where the player must gather an X quantity of a specific item to complete the quest.
- Quantity: the quantity of the item to collect
- Item: the item type to collect
- Category: the category of the item
this block describes a quest task where the player must go to a specific location to complete the quest
- Location: The location itslef
- Category: the location category/region
This block is used to add to the player inventory a specific number of items when the quest is completed.
- Quantity: the quantity of the item to collect
- Item: the item type to collect
- Category: the category of the item
This block activates(Force activation) a specific quest regardless of any constraints or triggers to activate that quest.
- Quest: the quest to activate