ToBreakTheQuietQuestScript
Revision as of 22:44, 8 March 2022 by Silvematt (talk | contribs) (Created page with "<pre> using UnityEngine; using RPGCreationKit; using RPGCreationKit.Quests; using RPGCreationKit.AI; using RPGCreationKit.CellsSystem; namespace RPGCreationKit.Quests { public class ToBreakTheQuietQuestScript : QuestScript { RckAI bandit1; RckAI bandit2; // This will start running the CustomUpdate as soon as the quest starts. public void Start() { quest.questScriptExecutionDelay = 1f; RunQuestScrip...")
using UnityEngine;
using RPGCreationKit;
using RPGCreationKit.Quests;
using RPGCreationKit.AI;
using RPGCreationKit.CellsSystem;
namespace RPGCreationKit.Quests
{
public class ToBreakTheQuietQuestScript : QuestScript
{
RckAI bandit1;
RckAI bandit2;
// This will start running the CustomUpdate as soon as the quest starts.
public void Start()
{
quest.questScriptExecutionDelay = 1f;
RunQuestScript();
}
// CustomUpdate runs once every (quest.questScriptExecutionDelay) seconds
public override void CustomUpdate()
{
base.CustomUpdate();
// If the Current Quest Stage is 20
if (quest.currentQuestStage == 20)
{
// If the bandit data has not been assigned
if(bandit1 == null || bandit2 == null)
{
// Those two lines tries to get the NPCs, if they're loaded
CellInformation.TryToGetAI("UQBandit001", out bandit1);
CellInformation.TryToGetAI("UQBandit002", out bandit2);
}
else
{
if (bandit1.isAlive == false && bandit2.isAlive == false)
{
// This block runs if the bandit data has been assigned and both bandits are dead
RCKFunctions.CompleteQuestStage(quest.questID, 20);
RCKFunctions.SetQuestStage(quest.questID, 30);
}
}
}
}
}
}