Topic: Is it possible to add a new quest type with a singular reward?

This topic contains 4 replies, has 2 voices, and was last updated by  Phalnax 1 week, 1 day ago.

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  • #264721

    Phalnax
    Participant

    Hey fellow modders. I’m looking to create a quest that rewards only a new trinket type that I’m making. No gold, no heirlooms, just a trinket. A gather type mission that could spawn for any level 1 size mission.

    Checking the game files it looks like I can’t do this – as all quests of a certain size pull from particular gold/heirloom/trinket rewards and I can’t think of a way to say “when this quest type spawns, don’t do any of the normal stuff you do”. The exception is for plot quests – but I don’t really want to create 20+ plot quests just for trinket spawning (and that would require spawning the trinkets in a certain order anyway).

    I don’t suppose anyone here has done any quest generation?

    - The best defense is a good defense filled with spears.

    #264723
    actionjack
    actionjack
    Participant

    (message got erase… see if this works)

    You should be able to do it.
    pretty complex and cross several file.

    {
    			"id": "quest_quest",
    			"has_achievement": true,
    			"dungeon_level": 0,
    			"quest": {
    				"is_plot_quest": true,
    				"type": "gather",
    				"dungeon": "town",
    				"difficulty": 6,
    				"length": 1,
    				"goal_ids": [
    					"gather_some_shit"
    				],
    				"completion_reward": {
    					
    					"items_definition": {
    						"system_config_type": "quest_rewards",
    						"items": {
    							"0": {
    								"id": "your_trinket_here",
    								"type": "trinket",
    								"amount": 1
    							}
    						}
    					}
    				}
    			},
    			"additional_trinket_completion_rewards": [],
    			"is_progression": false,
    			"is_repeatable": false,
    			"is_generated_by_event": true,
    			"has_statue_contents": false,
    			"completion_dungeon_xp": false,
    			"is_town_progression_goals_enabled": true,
    			"can_retreat": true,
    			"retreat_always_from_raid": false,
    			"retreat_party_kill_count": 1,
    			"is_surprise_enabled": false,
    			"is_scouting_enabled": false,
    			"is_roster_stress_cleared_on_completion": false,
    			"roster_buff_on_failure_minimum_party_resolve_level": 5,
    			"upgrade_tags_to_remove_on_failure": [],
    			"roster_buffs_to_apply_on_failure": [],
    			"party_quirks_to_apply_on_completion": [],
    			"party_quirks_to_apply_on_failure": [],
    			"trinket_retention_minimum_rarity": "",
    			"trinket_retention_count": 0,
    			"has_quest_select_warnings": true,
    			"has_provision_warnings": true,
    			"suggested_trinkets": [],
    			"additional_provisions": {
    				"system_config_type": "quest_provision",
    				"items": {}
    			}
    		},

    (also this is just for example. Will not work if just add it in.

    #264740

    Phalnax
    Participant

    Ha ha ha ha. I love the ‘gather some shit’ in there sir. I’m literally laughing out loud at that bit. :p

    I don’t think I described my problem well enough though, although I can certainly try the below. I have about 20+ new trinkets (of a new trinket classification) that I want to have spawn (going to be over 40 soon). I want the game to chose them randomly when it decides to spawn the quest – similarly to how it currently does for quests in the quest.generation file. Like… like as if you could make a quest that spawned ONLY the ancestor item as a quest reward, but not a fixed one – pulled randomly from those still available. It’s a bit trickier here because I don’t want to replace the currently spawning quests that grant gold, heirlooms or the like – but add another new random type of quest that pulls from my new trinket types.

    I could make a series of them but then I have to set the trinket manually, and it would (might?) spawn them in order. A player might not realize there’s any other trinkets around.

    By the way – thank you for responding Action Jack. I appreciate the insight – the quest files are one of the few things I haven’t modded yet (traits is the other), and they seem to require quite a bit of investment to do properly. Quest items added to panels, localization updated, quest files changed, trinket types/graphics added. Quite a bit of work this. 🙂

    - The best defense is a good defense filled with spears.

    #264864
    actionjack
    actionjack
    Participant

    I haven’t tried this, so not face this problem before (yet).
    But here is a guess of what you might need to do. Set your Trinket to a special kind of rarity (like “Phalnax”), both in the Trinket and the .rarity file (make sure to give its own backs too). And from quest, I think there is a way to set what rarity item you get.

    The downside is that this is only for Plot quest. Not sure how you can separate out the normal generated quest.

    #265240

    Phalnax
    Participant

    I haven’t tried this, so not face this problem before (yet).
    But here is a guess of what you might need to do. Set your Trinket to a special kind of rarity (like “Phalnax”), both in the Trinket and the .rarity file (make sure to give its own backs too). And from quest, I think there is a way to set what rarity item you get.

    The downside is that this is only for Plot quest. Not sure how you can separate out the normal generated quest.

    Hey ActionJack, I can think of a solution, but I don’t know if it’s possible.

    What if this type of quest generated a guaranteed town-event after which rewarded the player with a random trinket? I know there’s town events that reward you with people (2 occultists, 2 lepers, etc) – and I know that town events can be made guaranteed to cause a particular event (like free provisions). Is there any town event right now that spawns trinkets for the player to take, or adds them to their inventory?

    - The best defense is a good defense filled with spears.

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