Laserbrain Studios Forum

Ascii Sector => Quest Development => Topic started by: Lyndon on November 04, 2008, 11:03:16 PM

Title: Quest Rewards?
Post by: Lyndon on November 04, 2008, 11:03:16 PM
Is it possible to give the player rewards for completion of quests? It seems as if you dont gain anything from completing the example quest.
Also I think the quest compiler link in the sticky is wrong.
EDIT: Also a quick question, hwo do you find out the x y corodniates on a map?
Title: Re: Quest Rewards?
Post by: Christian Knudsen on November 05, 2008, 12:15:21 AM
I'd like to allow quests to give you a reward, but I'm afraid it might be misused. What's to keep you from making a quest that will reward you 1.000.000 credits? Or if I make an upper limit to rewards, you can just make a quest that will give you the reward every time you land on a planet or talk to a character, and you can then just repeat it as many times as you want. So, if there's some way to prevent this, I'll definitely add rewards, but I haven't found a solution yet.

As to finding the coordinates... For now, you'll have to manually count out the coordinates (the upper left corner is 0,0). In the next release you can press 'C' while using the 'L'ook function to see the coordinate of the cursor's current position.

(I've fixed the links in the sticky. Thanks!)
Title: Re: Quest Rewards?
Post by: Lyndon on November 05, 2008, 08:25:34 AM
Ah I was thnking there would eb some problems with 'cheating' by getting money when you jumped or landed, I can't really see a way around it unless you make it a one off thing you gain at the end of a quest. This game is brilliant by th way, has the Privateer feel to it, although I dislike your idea  you mentioned somewhere on making an army story plot unless it is purely optional. I always thought Privateer was just meant to show you as a simple cog in the great machine.
Title: Re: Quest Rewards?
Post by: primezer0 on November 05, 2008, 12:29:56 PM
You could calculate rewards like you do with normal missions and have quest commands that reward you based on the goods you carried for a cargo mission or the ship strength for a bounty mission etc.
something like
Shipdestroyed: RewardBounty

If it was up to me I wouldn't even be worrying about cheating, it's thier loss if they do.

Another way might be to have reward commands only compile properly on your computer so people could still test their quests but you get to review the rewards b4 fully compiling.
Title: Re: Quest Rewards?
Post by: Lyndon on November 05, 2008, 04:36:34 PM
Yes cheating would be pretty pointless, I would probably write a quest for cheating to test out things and play around but the game is funner when you have to work to get stuff.

I have another question now; in Character dialogues can you have things like STEP 2 and STEP 3 like ship dialogue? If not then it should be implemented seeing as you can tell stories better that way.
Title: Re: Quest Rewards?
Post by: Christian Knudsen on November 05, 2008, 05:22:00 PM
As to people cheating, I agree it's pointless and the game is more fun if you don't, but I always get the feeling from these sort of games, where you have to earn money, that if cheating is too easy (by for example making a quest that gives you a ton of credits), even though you don't cheat, the mere knowledge that you could gain a ton of credits easily instead of doing missions or trading cargo takes some of the fun away from it. Anyway, that's just how I'd personally feel about something like that - it's probably not shared by most gamers... :)

Quote from: "Lyndon"
[...] although I dislike your idea you mentioned somewhere on making an army story plot unless it is purely optional. I always thought Privateer was just meant to show you as a simple cog in the great machine.

It will pretty much be optional. The idea is that there will be these four factions battling for control of the sector and their battle will flow back and forth - sometimes a system will be under Kilrathi control, a day later the Confeds might have retaken it. This ebb and flow of battle will impact your trading and missions in that you might not choose to select a cargo mission to a planet, if that system is currently under Kilrathi control (with a bunch of Kilrathi ships in that system). If you want to, when you get a capital sized ship, you will be able to build up your own personal guerilla army and try to take control of the sector yourself and "save" it from the war and from the corruption plaguing the government in the Ascii Sector. You can also choose to ignore it and go about your daily missions/trading as usual.

Quote from: "primezer0"
You could calculate rewards like you do with normal missions and have quest commands that reward you based on the goods you carried for a cargo mission or the ship strength for a bounty mission etc.
something like
Shipdestroyed: RewardBounty

It would be very easy to implement. I could just have a result called "Result : Credits : +1000" (or -500 or something if you do something that should decrease you credits). You could then just call this result with any event trigger that you want (if a ship is destroyed, a mission completed, a character killed, whatever). The only reason I haven't implemented it yet is due to the cheating issue.

Quote from: "primezer0"
Another way might be to have reward commands only compile properly on your computer so people could still test their quests but you get to review the rewards b4 fully compiling.

I'm not entirely sure I understand what you mean here... :?

Quote from: "Lyndon"
I have another question now; in Character dialogues can you have things like STEP 2 and STEP 3 like ship dialogue? If not then it should be implemented seeing as you can tell stories better that way.

No, you can't do that in character dialogue, as the player's only means of response is Accept or Reject. This is a remnant from the original Privateer, so I might change this in the future to allow for more options in character dialogue. However, you can use variables to control what a character should say and with Accept/Reject you can still have branching dialogues.
Title: Re: Quest Rewards?
Post by: primezer0 on November 06, 2008, 05:27:53 AM
Quote
It would be very easy to implement. I could just have a result called "Result : Credits : +1000" (or -500 or something if you do something that should decrease you credits).


What I really meant was something like how the normal mission credits are calculated. So the quest writer just sets what type of mission it is, (bounty,cargo, etc), plugs in the nav points and what needs to be done, and when that mission ends it gives you the credits a normal mission would give you. I don't know how hard that might be to code though.
Title: Re: Quest Rewards?
Post by: Christian Knudsen on November 06, 2008, 01:04:57 PM
Well, the way I've done the scripting language is to have seperate "building blocks" such as trigger events and results. This allows more freedom and combinations as you can pretty much combine events and results as you see fit - and can create the kind of missions you want. For that reason, I don't want to add an "automatic" cargo mission function, for example, as that would go against my design philosophy and would probably just add confusion.
Title: Re: Quest Rewards?
Post by: Cort on November 09, 2008, 03:32:24 PM
Quote from: "Christian Knudsen"
I always get the feeling from these sort of games, where you have to earn money, that if cheating is too easy (by for example making a quest that gives you a ton of credits), even though you don't cheat, the mere knowledge that you could gain a ton of credits easily instead of doing missions or trading cargo takes some of the fun away from it.

QFT.

The even bigger problem I see is that quests will compete not only by how well they are written but also by how much money they reward the player with at the end. Too high rewards will change the flow of your game, because you can afford stuff you otherwise wouldn't at that stage of the game. Or, people might not play certain quests for exactly that reason, because they feel like it's giving them an unfair advantage.

On the other hand, I think there needs to be some kind of persistent reward from quests, at least there could be a 'medals screen' somewhere in your Quine. They wouldn't be worth anything but the feeling that you were successful. Purely motivational.

Rewards that actually have an effect (be it money, or some kind of item, or unlocking a new functionality) would imho be preferable, but I have no idea how to do it properly either.


-- Cort
Title: Re: Quest Rewards?
Post by: Christian Knudsen on November 10, 2008, 12:50:35 PM
I'd like to do medals (or other item rewards that you can view on a 'rewards collection' screen), but that requires that you'll be able to draw the medal or reward and I'm not planning on adding ASCII drawings for quests (and ASCII animations) for a few versions. So, it'll not be added right away.

What I can do relatively easily is have a 'history' or 'accomplishments' screen that would list what you've done in the quests you've completed. Something like:

Code: [Select]

You have:
- Helped in bringing the corrupted Admiral Tsikov to justice.
- Rescued your kidnapped aunt.
- Stopped a Kilrathi invasion.
(and so on...)


The only thing quest makers would have to do is add a single line in their quests with this accomplishment, which will then be added to your list of accomplishments when you complete the quest. It's not really a game-altering reward like extra money or a new weapon, but maybe it will give some sort of feeling of accomplishment to have a long history list.

Anyway, when ASCII drawings/animations have been added to the quests, I also feel that the story itself and these cutscenes will drive the player to complete the quest. (Along with a medal or other visual reward and a new entry on the list of accomplishments.)
Title: Re: Quest Rewards?
Post by: Cort on November 11, 2008, 10:51:31 AM
I think that would be a huge step in the right direction with fairly limited effort.


-- Cort
Title: Re: Quest Rewards?
Post by: Spades on November 13, 2008, 03:05:52 PM
Could you make those history notes be usable as a trigger for another quest?
Like for example: you brought the corrupted admiral to justice but he escapes and now plots his revenge, or his cousin is hunting you or whatever :)
Title: Re: Quest Rewards?
Post by: Shere Khan on November 15, 2008, 04:02:01 AM
seems like a very good idea: it could lead to several user-created campaign trees with as many branches as you want, sorta like EV Nova. and they won't even need to be written by one person.... like episodic TV, in that what's happened in previous episodes is set in stone, and the next episode should be based on that, but it can be written by another author and take a completely different turn.
Title: Re: Quest Rewards?
Post by: Christian Knudsen on November 16, 2008, 12:53:09 PM
That's already planned. :) For v0.4.6 I'll add a function to have a block after the Author and Title which will cause the quest to only be playable if one or more other quests have been completed:

Code: [Select]
  REQUIREDCOMPLETED
      Title : Author
      AnotherTitle : Author
      And so on...
   /REQUIREDCOMPLETED
Title: Re: Quest Rewards?
Post by: Default Settings on November 26, 2008, 08:01:51 PM
Good to hear about the planned additons, quests really are a bit limited right now.

Would including medals really be that dificult? When a "quest history" is possible it should be possible to "draw" ASCII rewards as well, I think. (Limited to a 9x9 grid or something)

Code: [Select]

TROPHY
  NAME : The Star of Jovius
  LINE 1 : .........
  LINE 2 : .../=\...
  LINE 3 : ...===...
  LINE 4 : ...=A=...
  LINE 5 : .../o\...
  LINE 6 : ..<oOo>..
  LINE 7 : ...\v/...
  LINE 8 : .........
  LINE 9 : .........
/TROPHY

It doesn't even have to be a medal, either. ;)
Code: [Select]

TROPHY
  NAME : Two kegs of Uncle Kor's Best
  LINE 1 : ..___....
  LINE 2 : .(   )...
  LINE 3 : .(XXX)...
  LINE 4 : .(___)...
  LINE 5 : ....___..
  LINE 6 : ...(   ).
  LINE 7 : ...(XXX).
  LINE 8 : ...(___).
  LINE 9 : .........
/TROPHY
Title: Re: Quest Rewards?
Post by: Christian Knudsen on November 26, 2008, 09:43:38 PM
I'd like to wait with the medals until I've implemented the drawing of ascii images, otherwise medals would use one method, while "cut-scenes/images" would use another.
Title: Re: Quest Rewards?
Post by: KnowArcana on April 21, 2009, 05:09:00 PM
I am pretty disappointed in the 'no rewards' feature of quests.  I am also pretty disappointed that I cannot make randomized events.  Here is my quest, as futile as it will eventually be.


Before you read, copy, whatever ..  The idea was to make a fun game of killing the random people by creating a Department-7 Agency (Open Game Content, thanks Wizards of the Coast).  As a member of the Department-7 Agency you would receive quests to hunt down pirates that are hiding on remote planets.  

Killing people in the game was so much fun, but I just felt horrified that I was killing innocents.  Gimme some FBI / CIA action please. (Creds would be good.)

Code: [Select]

Title : Department-7

Author : Knowledge Arcana

Achievement : None so far.
// The title and author name will be shown on the quest loading menu in the game

// The achievement will be added to the Achievements section of the player's

// Quine5000 when the quest is completed.

VariableOne : 0

SCENE FirstContact
   ONLOAD
     Variable : VariableOne : 0
     MarkNavPoint : Loye : 2
   /ONLOAD

   MISSION Dept-7
      Description : You have been selected to participate in a Department-7 training course.  You must find Agent H at the Loye Naval Base if you wish to particpate in this training event.
      Objective : Go to Loye Naval Base
      Objective : Speak with Agent H in the Hotel Lobby.
   /MISSION

   CHARACTER

      Color : 11

      FirstName : Agent

      HomeName : Loye Naval Base

      HomeType : Base

      LastName : H

      X : 33

      Y : 18

      Movement : None

   /CHARACTER



   CHARACTERDIALOGUE Agent H

      Character : Good work! You have completed the first mission successfully and found me.  

      Character : Department-7 is looking for new recruits. Pirates have taken to city streets in order to hide.

      Character : We would like to recruit you to take down some of these rogues. You will be . . .
      Character : A Department-7 Bounty Hunter.

      Character : Currently we know 'Villain' has returned to Basin. As a recruit you should take out this simple pirate.

      IF Accept

      // This asks the player 'Accept' or 'Reject'.

         Player : Sure. No problem.

         Character : Good. Here is a standard issue M-42 and some ammo.
  Variable : VariableOne : 1
         ChangeScene : FindVillain1

      ELSE

      // If the player chooses 'Reject', the dialogue will continue here.

         Player : Let me think it over.

         Character : All right. But I don't have all day...

         ChangeScene : WaitingToAcceptFindVillain1

      /ELSE
   /CHARACTERDIALOGUE
      TRIGGER
         Event : Variable : VariableOne : 1
  Result : CreateItem : 1 : M-42 Machine Pistol (0)
         Result : GiveItem : M-42 Machine Pistol : Player
    Result : CreateItem : 2 : M-42 Clip (0)
   Result : GiveItem : M-42 Clip : Player
      /TRIGGER
/SCENE

   SCENE WaitingToAcceptFindVillain1

      CHARACTER

         Color : 11

         FirstName : Agent

         HomeName : Loye Naval Base

         HomeType : Base

         LastName : H

         X : 33

         Y : 18

         Movement : None

      /CHARACTER



      CHARACTERDIALOGUE Agent H

         Character : Made up your mind yet?

         Player : Tell me about the mission again.

         Character : You get to run and gun for Department-7.

         Character : We will contact you buy your Quine about new targets, and you base jump to take them out.

         Character : So, do you accept the mission or not?

         IF ACCEPT

            Player : Of course I do.

            Character : Good. Here is a standard issue M-42 and some ammo.
       Variable : VariableOne : 1
            ChangeScene : FindVillain1

         ELSE

            Player : Let me think it over a bit more.

            Character : Alright, but you are not making the world safer by waiting.

         /ELSE

      /CHARACTERDIALOGUE
         TRIGGER
            Event : Variable : VariableOne : 1
          Result : CreateItem : 1 : M-42 Machine Pistol (0)
            Result : GiveItem : M-42 Machine Pistol : Player
          Result : CreateItem : 2 : M-42 Clip (12)
        Result : GiveItem : M-42 Clip : Player
         /TRIGGER

   /SCENE

  SCENE FindVillain1

      ONLOAD

         MarkNavPoint : Loye : 7
         RemoveNavPointMark : Loye : 2

      /ONLOAD

   CHARACTER

      Color : 6

      FirstName : Villain
      HomeName : Basin

      HomeType : Base
      EquipmentLeftHand : Knife
      Order : Attack
      OrderTarget : Player
      Movement : Local
      X : 78
      Y : 74
      Speed : 50

      Precision : 20

      Strength : 50

   /CHARACTER

   TRIGGER

      Event : CharacterKilledByPlayer : Villain

      Result : QuestDone

   /TRIGGER
/SCENE
[/code]
Title: Re: Quest Rewards?
Post by: Christian Knudsen on April 22, 2009, 02:04:24 PM
Credit rewards has already been discussed a lot and won't be added. What exactly do you mean by "randomized events"?
Title: Re: Quest Rewards?
Post by: KnowArcana on April 22, 2009, 06:51:14 PM
Well, maybe you could add it to the game then.

What I was hoping I could accomplish was creating a different aspect of the game.  Just as you got people hanging out in the bars with quests to offer you could add a person(s) to the bar who would want you to kill a pirate.

Also, I see a flaw in your no rewards system.  What if I equip my guy with a bunch of expensive EQ?  He attacks, I shoot him in the throat, yeah - armor is mine.  I can cash it in.  I can even make the guys abilities sub par.  It might take some extra work but I can get a little more cash this way.

There has got to be an idea that will help you remove the block.  Perhaps a CR aspect, where the software calculates the difficulty of the fight and grants a calculated reward. Maybe just a variable Treasure, that the software randomizes.  I understand why you are holding out, but it is really holding the quest development back, IMO.
Title: Re: Quest Rewards?
Post by: Christian Knudsen on April 22, 2009, 09:26:45 PM
The game currently offers fixer missions to kill "good" targets (mayors, admirals, and the sort). I suppose I could also add fixer missions to kill pirates and "bad guys". Shouldn't be too hard.

Killing a guy and taking his equipment to sell takes more effort than writing a simple script that gives you 10 million credits and ruins the game. Like I've said before, there are plenty of missions that earn you credits in the game - I had hoped for quests to add stories.
Title: Re: Quest Rewards?
Post by: Lyndon on April 22, 2009, 11:18:24 PM
You don't buy a book because you get money at the end of it, or a game for the same reason do you?
You buy them for the narrative :D
Title: Re: Quest Rewards?
Post by: KnowArcana on April 24, 2009, 07:59:00 PM
Quote from: "Lyndon"
You don't buy a book because you get money at the end of it, or a game for the same reason do you?
You buy them for the narrative :D


This is in poor taste.  Would you read a college book if it was just narrative?  Probably not.  The book has a reward, knowledge.

Chrisitian, I totally sympathize for your decision.  Allowing game breaking quests into the game will ruin it .. but could you reconsider some of it.  I would again like to recommend a variable called Treasure.  If it was a ship the software would randomly and hidden generate a value of cargo that was on the ship.  If it was a character the software would generate a number of credits.

Story is good, but games are played because they are rewarding.
Title: Re: Quest Rewards?
Post by: Cort on April 24, 2009, 08:17:56 PM
Quote from: "KnowArcana"
Chrisitian, I totally sympathize for your decision.  Allowing game breaking quests into the game will ruin it .. but could you reconsider some of it.  I would again like to recommend a variable called Treasure.  If it was a ship the software would randomly and hidden generate a value of cargo that was on the ship.  If it was a character the software would generate a number of credits.

What if the best quests would be 'blessed' by Christian and added to the download page with a reward that he sets (money, trade goods, special items).
The reward setting option would not be available to normal quest developers. Only Christian can set it and it would be based on the difficulty or extensiveness of the quest.

Of course someone could still hack that by reverse engineering, but as has been said elsewhere, that's probably also possible with the savegame files.

An alternative would be to make quests unlock parts of the game (systems or whole areas, certain trading goods, etc.), but I guess that should be reserved to the main storyline quest.


Now that I've written that, I'm not entirely sure that hasn't been suggested before, but I can't be bothered to check right now, sorry.


-- Cort

PS: Remember that we still have the 'medals' feature coming up, if I understood Christian correctly. So that's at least one kind of reward.
Title: Re: Quest Rewards?
Post by: Christian Knudsen on April 24, 2009, 09:38:31 PM
Quote from: "Cort"
The reward setting option would not be available to normal quest developers. Only Christian can set it and it would be based on the difficulty or extensiveness of the quest.


That's really interesting! How about this: I'll add a AddCredits function to the scripting syntax, but when you compile it, the compiler will strip this function. However, when you submit your quest script for adding to the 'quests' page, I'll compile it with my own compiler that doesn't remove AddCredit calls. That way I'll be able to check that it isn't a script designed to "cheat" your way to 10 million credits. You'll still be able to compile and test your script like you can now, you just wont get the credit rewards until you submit the script - which will also hopefully motivate players to actually submit their scripts.
Title: Re: Quest Rewards?
Post by: Lyndon on April 24, 2009, 10:03:16 PM
That and you will be able to edit the amount accordingly :D
Title: Re: Quest Rewards?
Post by: X Leviathan X on May 01, 2009, 01:17:30 AM
I like that idea, but what's the point of being so paranoid about all this cheating if there are so many ways around anyway?  If they cheat, let them.  They're spoiling it for themselves, you're only stopping some features from being implemented over this.  Any 7 year old can hex edit a save file, or use a memory editor to change a value, a single player game is just way too easy to hack.
Title: Re: Quest Rewards?
Post by: Flyboy on May 01, 2009, 08:10:30 AM
How does one use a memory editor on a single player game? With multiplayer games it's easy, because you can just use a network package editor. Maybe the worry over cheating is due to the fact that later in the game, when it reaches the point of "conquer and destroy" if someone cheats then they are sure to brag about it and make all of us non-cheaters feel down. Plus it just doesn't seem very fair if someone can nab millions of credits in one go while the rest of us take weeks to earn the money.
Title: Re: Quest Rewards?
Post by: X Leviathan X on May 02, 2009, 01:50:59 AM
You can't just believe everything you read, you know.  And actually, multi player games are harder to hack because they're server sided, so you can't just simply use a packet editor or edit the memories.  Everything is stored on the server, there aren't any save files whatsoever to hex edit so hex editing is out of the question.

My point is, that Christian isn't implementing fun features into Ascii Sector because of over what Christian calls "cheaters".  Like I said, nobody forced anybody to not play legitly, so it's their problem if they spoil the game for themselves only because they chose to not play legitly and took the other option.
Title: Re: Quest Rewards?
Post by: Lyndon on May 04, 2009, 11:22:14 PM
On the subject of cheaters and memory editing I found it very easy to find the specific address where money was stored for ascii sector.
I agree with Clear Vision:
Quote from: "Clear Vision"
They're spoiling it for themselves
Title: Re: Quest Rewards?
Post by: KnowledgeArcana on May 05, 2009, 08:05:38 AM
Quote from: "Christian Knudsen"
Quote from: "Cort"
The reward setting option would not be available to normal quest developers. Only Christian can set it and it would be based on the difficulty or extensiveness of the quest.


That's really interesting! How about this: I'll add a AddCredits function to the scripting syntax, but when you compile it, the compiler will strip this function. However, when you submit your quest script for adding to the 'quests' page, I'll compile it with my own compiler that doesn't remove AddCredit calls. That way I'll be able to check that it isn't a script designed to "cheat" your way to 10 million credits. You'll still be able to compile and test your script like you can now, you just wont get the credit rewards until you submit the script - which will also hopefully motivate players to actually submit their scripts.


I think is a better idea than not allowing us to AddCredits at all.  I like that you are thinking about implementing the killing pirates feature; it would be nice if you would.
Title: Re: Quest Rewards?
Post by: Cort on May 05, 2009, 08:08:24 PM
Quote from: "Christian Knudsen"
Quote from: "Cort"
The reward setting option would not be available to normal quest developers. Only Christian can set it and it would be based on the difficulty or extensiveness of the quest.


That's really interesting! How about this: I'll add a AddCredits function to the scripting syntax, but when you compile it, the compiler will strip this function. However, when you submit your quest script for adding to the 'quests' page, I'll compile it with my own compiler that doesn't remove AddCredit calls. That way I'll be able to check that it isn't a script designed to "cheat" your way to 10 million credits. You'll still be able to compile and test your script like you can now, you just wont get the credit rewards until you submit the script - which will also hopefully motivate players to actually submit their scripts.

In case that was just missed and not already rejected, I'd like to suggest again that quests not only reward by medals and credits, but that there are also commands to reward the player with trading goods. Might be a more interesting reward for trading quests. (Same limitations as for AddCredits apply.)

Also, I'd suggest to not make the AddCredits function do nothing when in 'debug' mode (i.e. running it 'unblessed'), but rather show a message box with what *would* have happened, to make testing it easier.

I'd really like to see the official storyline quest unlocking the galaxy over time. I personally think that's a very big motivation to keep playing while pretty simple to implement.


-- Cort
Title: Re: Quest Rewards?
Post by: Flyboy on May 06, 2009, 05:35:01 AM
Sounds cool to me  :D
Title: Re: Quest Rewards?
Post by: CheeseshireCat on October 07, 2009, 06:32:36 AM
Note: don't read if you don't wan't to even *know* how to make a "get rich quick and easy" quest :)

I mean, Christian, if folks *WANT* to get around your cheating prevention -- whether because they want to get money quick, or because it's seen as a challenge, they would.

[spoiler]A simple question. What stops someone from making a character with a few crit wounds, low health and Kilrathi rifle in each slot from approaching the player upon some trigger like landing or entering the bar?

Or, if crit wounds won't make him lose health (I didn't check), from keeping the 1-health dummy still, and making another char appear and nab it. Then the player just walks over ang grabs 10K worth of equipment (sale value). No effort from player character spent whatsoever (other than picking up and selling stuff).

Rinse, lather, repeat.[/spoiler]
Title: Re: Quest Rewards?
Post by: Christian Knudsen on October 07, 2009, 10:34:05 AM
This has been suggested before and my answer is the same: It still takes more effort to kill the NPC (even if he's close to dead already), pick up his stuff, walk to the equipment shop and sell it. And you'll have to do this quite a few times to get a lot of credits. Compare this to writing a quest where you get 10,000,000 million credits for completing a simple mission (or simply landing on a base) to trigger the hypothetical "GiveCredits" function.
Title: Re: Quest Rewards?
Post by: CheeseshireCat on October 07, 2009, 04:03:23 PM
No, as I said, you don't even have to kill them. I'm just a little bit lazy, or I'd make one where you'll get your road paved with $15K corpses on any planet. It isn't $10M, but checking the scene limits says I'll be able to get a LOT in one go.
Title: Re: Quest Rewards?
Post by: Telok on October 20, 2009, 06:18:17 PM
Found a possible issue.

Code: [Select]
Title : Reward
Author : Telok
// Achievement : none

SCENE Reward

CLEARNAV
TC-101 : 1
/CLEARNAV

SHIP
armor : 1
attitude : 0
faction : retro
missileamount : 0
morale : fanatical
name : Reward
nav : 1
system : TC-101
order : docknoengage
ordertarget : player
gun : none
turretrear : none
turretleft : none
turretright : none
type : drayman
// types = broadsword  centurion  dralthi  drayman  galaxy  gladius  gothri  stiletto  tarsus  ulysses
/SHIP

TRIGGER
event : landed
result : questdone
/TRIGGER

/SCENE


Mind you this isn't perfectly safe or anything, but it works for fast cash.
Title: Re: Quest Rewards?
Post by: Admyral on August 05, 2013, 08:19:04 AM
Hey, it has been a while since I have looked at my old quest code and have decided to start working on it again.  Did the "GiveCredits" function (that only could be activated with CK's approval) ever get implemented?

I keep getting "Unexpected identifier" with GiveCredits or AddCredits.  

Please let me know.  Thanks.