Closed Jagget closed 2 months ago
player at any
is a DFU extension. It should have implemented dungeons from the beginning, that's a bug, from me.
https://github.com/KABoissonneault/daggerfall-unity/commit/0f83e6390fa0b4b60fec2c9712bdf4ef9932c75d
We should just implement "pc at any dungeon9" (for Laboratory), and make it work.
First, we implement Place.IsPlayerAtDungeonType
. Then, PcAt
could store p1
, and then we could call Place.IsPlayerAtDungeonType
if p1
is 1 instead of 0.
For people to start using "dungeon type" checks, we could maybe add comments to document which dungeon number is which type. I was thinking of adding this to Quests-Places.txt
-- Crypt
dungeon0, 1, 0 , 0
-- Orc Stronghold
dungeon1, 1, 1 , 0
-- Human Stronghold
dungeon2, 1, 2 , 0
-- Prison
dungeon3, 1, 3 , 0
-- Desecrated Temple
dungeon4, 1, 4 , 0
-- Mine
dungeon5, 1, 5 , 0
-- Natural Cave
dungeon6, 1, 6 , 0
-- Coven
dungeon7, 1, 7 , 0
-- Vampire Haunt
dungeon8, 1, 8 , 0
-- Laboratory
dungeon9, 1, 9 , 0
-- Harpy Nest
dungeon10, 1, 10, 0
-- Ruined Castle
dungeon11, 1, 11, 0
-- Spider Nest
dungeon12, 1, 12, 0
-- Giant Stronghold
dungeon13, 1, 13, 0
-- Dragon's Den
dungeon14, 1, 14, 0
-- Barbarian Stronghold
dungeon15, 1, 15, 0
-- Volcanic Caves
dungeon16, 1, 16, 0
-- Dungeons17-18 contain no quest or item markers
-- Can only be used with "remote dungeon exterior"
-- Scorpion Nest
dungeon17, 1, 17, 0
-- Cemetery
dungeon18, 1, 18, 0
I think with that, people could use this sort of condition more, for themed quests.
In
Quests-Places.txt
records withp1 == 0
are dungeons but function Place.IsPlayerAtBuildingType() forbids using anything but buildings.