Mod Projects => Lord Nyriox's Playground => Topic started by: Lord Nyriox on June 12, 2018, 03:58:41 pm
Title: [SPAWNCLASS] Rapid Starting Equipment
Post by: Lord Nyriox on June 12, 2018, 03:58:41 pm
Rapid Starting Equipment
Several weeks ago, dissatisfied with the design of "Adventurers Starting Gear (https://steamcommunity.com/sharedfiles/filedetails/?id=178029549)", I started looking for alternative methods to make equipment available at the beginning of the game.
After a couple of quick checks, I can now confirm that this new method works perfectly to provide starting items to the player. It is a perfect 1-click alternative to "Adventurer's Starting Gear", and can be easily extended for use in other mods. And it only modifies 1 (semi-hidden) quest to do it!
A sample starting-gear spawnclass (which I developed for @Kevin Boyle to use with his Titan class) is included as an example.
Download link (MEGA folder): https://mega.nz/#F!zBMVDR4J!aCK83G2q6DAC2MByYwUV1g (https://mega.nz/#F!zBMVDR4J!aCK83G2q6DAC2MByYwUV1g)
Title: Re: [SPAWNCLASS] Rapid Starting Equipment
Post by: Phanjam on June 12, 2018, 05:56:22 pm
Nice work LordNyriox! I need to learn about quests too, bcos thats really the path to "new content". Thanks for sharing!
Title: Re: [SPAWNCLASS] Rapid Starting Equipment
Post by: Kevin Boyle on June 12, 2018, 10:59:46 pm
After a couple of quick checks, I can now confirm that this new method works perfectly to provide starting items to the player. It is a perfect 1-click alternative to "Adventurer's Starting Gear", and can be easily extended for use in other mods. And it only modifies 1 (semi-hidden) quest to do it!
So basically, every modder that wants this new method will only need the A1-STARTOFGAME.DAT with a reward <STRING>TREASURECLASS:QUESTREWARD_STARTOFGAME and a customspawnclass.dat with the <STRING>NAME:QUESTREWARD_STARTOFGAME Then all starting equipment/items would be conflict-free as long as no one will directly modify the NPC destroyer's function in echopass.
So basically, every modder that wants this new method will only need the Then all starting equipment/items would be conflict-free as long as no one will directly modify the NPC destroyer's function in echopass.
Essentially, yes. You can also change the XP, Gold, and/or Fame rewards while you are at it, in order to test high-level mechanics without using the console.
Most notably, however, because this one quest is completed without any dialog of its own, every single item that successfully rolls from this SpawnClass is provided all at once—directly into the player's inventory.
A normal quest would force players to pick just one item, via the "quest completion" dialog.
Note that I am planning on eventually posting a finalized "reference implementation" (using a renamed variant of the "Adventurer's Starting Gear" SpawnClass), with some proper documentation.
The currently posted source is an early draft, that I originally created for @Kevin Boyle's Titan armor project. It includes some unrelated files, and therefore needs some cleanup.
P.S. Technically, you can use any SpawnClass name under the TreasureClass tag, but I chose the name "QUESTREWARD_STARTOFGAME" for consistency with equivalent vanilla SpawnClasses.