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Devious Adventures: API


Koozie

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Board Api:

I made a quest with scripts to show how to use boards api functions. Quest is _DeAd_TestAPIBoard and script is _DeAd_TestAPIBoard.

There are explainetion how to force quests.

 

Events:

Spoiler
 

Devious adventures sends this events.

 

This is events which sends number of notes asked before

Event On_DeAd_CountQuestsinBoardRequest(bool inSameLocationasPlayer, Int KeywordType, Form Sender)

EndEvent


This event is send when quests starts in forced mode.

Event On_DeAd_QuestsinBoardStarted(form objectForm,int basicObjectPrice, int MaterialAmount, int questType,Form StartedQuest, Form Sender)

EndEvent

This event is send when player finished succesfully forced quest with payment information

Event On_DeAd_QuestsinBoardSuccess(bool FullReward, int payment,Form SuccessQuest)

EndEvent

 

This event is senf when player failed forced quest

Event On_DeAd_QuestsinBoardFailed(int howfailed,Form FailedQuest)

EndEvent

 

This event is send when player sell item. 

Event On_DeAd_QuestsinBoardReceiveOnePayment(int payment,Form senderQuest)

EndEvent

 

 

This event is send when material quest is finished

Event On_DeAd_QuestsinBoardFinished(Form senderQuest)

EndEvent

 

Keywords:

Spoiler

_DeAd_BoardNote - main keyword for board notes which can be forced

_DeAd_BoardNoteRetrive - keyword for notes with retrive quests which can be forced

_DeAd_BoardNoteMaterial - keyword for notes with material quests which can be forced
_DeAd_BoardNoteBounty - keyword for notes with bounty quests which can be forced

 

This is example how to use it.

Body Search API:

Spoiler
 

 

New in next update

Event when you need to follow npc instead of boring following package, If you 

Spoiler

    You need to send this event

Int FollowNPC = ModEvent.Create("_DeAd_PlayerFollowNPCStart")
    if FollowNPC 
        ModEvent.PushForm(FollowNPC , Alias_Guard.GetactorReference() as form) - Reference to npc which players needs to follow.
        ModEvent.PushFloat(FollowNPC , 500.0) - distance in which PC would be force to follow via package.
        ModEvent.Send(FollowNPC)
    endif

And when following is finished you need to send event to stop this event

 

    Int FollowNPC = ModEvent.Create("_DeAd_PlayerFollowNPCStop")
    if FollowNPC
        ModEvent.Send(FollowNPC)
    endif

 

 

It's need to be done in scene packages when player should follow NPC. In scene should still be following package. Expample of usage is placed in Phase 3 Scene _DeAd_CrimeArrestTravelToJarl of _DeAd_CrimeArrest Quest

 

Edited by Koozie

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