Open luoxiawuchen opened 11 months ago
I'm not actually sure what you're asking for here. Can you provide an example, please?
I'm not actually sure what you're asking for here. Can you provide an example, please?
Suggest a quest have two tasks: "task_1" and "task_2". We need "task_2" have a dependency on "task_1", that is, when "task_1" has not been completed, "task_2" is invisible and can not be completed. And each task has different description page, which is invisible when the previous task has not been completed. Luoxiawuchen and I are come from a same team, our English is poor, may not easy to understand. Sorry.
There are a few pictures here as a supplement.
There are two separate features here, really:
There are two separate features here, really:
1. Forcing tasks to be completed in order and only displaying the completed or available tasks. This may be possible; I will need to investigate to determine the complexity. 2. Different description page for each task. I feel like this would be better implemented by simply having multiple quests with a dependency chain.
For the second, in our map design, a quest is related to a whole story, so we don't want to separate it into multiple quests. So we would appreciate if you can consider this feature.
There are two separate features here, really:
- Forcing tasks to be completed in order and only displaying the completed or available tasks. This may be possible; I will need to investigate to determine the complexity.
- Different description page for each task. I feel like this would be better implemented by simply having multiple quests with a dependency chain.
Regarding the second function, I have a new suggestion, could you add a label for the page to visualize the condition, like a page break {@pagebreak}, and add a hyperlink function, click to jump to the corresponding page.
For example: {@pagebreak} // viewcondition {@view_condition:"taskID"} // hyperlinks {@hyperlinks:"taskID"}
To add to my teammate's statement about a whole story, some events can be integrated through multiple tasks, such as crafting a machine requires multiple steps to guide teaching, and we hope to be able to integrate them to make the mission line more concise. In RPG maps, talking to someone and then accomplishing something can actually be categorized as an event.
Here, thank you again for your patience!
I'm sorry, these requests are much too large and complex for what is a very specific situation that can be solved easily by using multiple quests. Trying to turn the tasks of a quest into a whole quest system is not a good use of the mod or my limited development time.
I will consider request 1 (requiring tasks be done in order), but that is all.
I'm sorry, these requests are much too large and complex for what is a very specific situation that can be solved easily by using multiple quests. Trying to turn the tasks of a quest into a whole quest system is not a good use of the mod or my limited development time.
I will consider request 1 (requiring tasks be done in order), but that is all.
It's already enough. Thank you for your job of developing such a good mod.
Mod
FTB Quests
Description
Currently, dependencies only exist in quest "quests", and it is recommended to set dependencies between multiple objective "tasks" in a quest so that players can complete mission objectives in order.
At the same time, you want to be able to display the corresponding introduction page when clicking/interacting with different target "tasks" (or jump from the main page to the introduction page for the goal)
Thanks to the development team for their patience in reading.
Describe the solution you'd like
No response
Describe alternatives you've considered
No response