Devious Adventures: API
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:
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:
_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:
New in next update
Event when you need to follow npc instead of boring following package, If you
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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