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WANTED: Mission FAQ

Jason Maffettone

Lord of Entropy
Quest Writer
Provisional
Storm Modder
I am very interested in adding missions but my understanding of file manipulation is limmited here as is my available time for experimentation. If anyone can provide a set of instructions that takes you through the process (what to alter without damaging anything, etc) I would be eternaly greatful and name a kitten after them. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

Seriously though, I have numerous mission ideas but at a loss as to how they can be implimented and I think adding missions is probobly the most important thing for expanding the game and making it replayable over and over as it now truely deserves with the outstanding mods that have been implimented thus far! <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
There are a lot of modding tutorials on the <a href="http://robotsdontbleed.com/wacko/wakka.php?wakka=POTCwiki" target="_blank">Wiki</a>. To make quest, you will need to create characters (add them to the PROGRAM\Characters\init files), you will need to make dialogs (folder PROGRAM\DIALOGS) and you might want to add special quest events to PROGRAM\QUESTS\both_reaction.c and PROGRAM\QUESTS\quests_reaction.c. The easiest way to do it, I think, is first to come up with exactly how the quest should work (storywise and gamewise, but not codewise yet), then figure out where in the game similar events happen. Try to find the existing code for the events, then try to copy it and change it for your own quest.

The easiest quest to make would be a "talk to person A, then talk to person B, then finish the quest" type of quest. This can be done completely through dialog. First make the dialog files for both characters, then add some line of code "Pchar.maffetonequest = 1;" to the first character's dialog. Then add "if(CheckAttribute(Pchar, "maffetonequest") == 1)" to the second character's dialog. If done correctly, the second character will show certain dialog depending on whether you have or haven't talked to the first character. I could try and make an ingame example if you think that would be helpful. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
That would be way cool if you have time for that. <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
 
At the moment I don't have time for it, but when I find some additional spare time, I'll try and add some VERY simple new quest to the game, so you can have a look at the code and see how it works ingame. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
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