Bump.
Idea for quest system, a sort of simple language to tell the game to do stuff.
example:
<qs:begin/ Some Test Quest> --Starts the quest "Some Test Quest"
<x!questTruePositive> --Is the player doing or has already finished the quest?
<npc:talk/ Test_Guy Hey, thanks for starting a quest.> --Make a dialogue box come up telling you that Test Guy is saying "Hey, thanks for starting a quest."
<qs:finish> --Finish the quest.
edit:
More in-depth.
There are a few subfolders.
gameScripts, main game scripts duh
gameFiles, save files and misc. crap
gameMods, mods of course
data, main game data
gui, graphical user interfaces (default ones at least)
managed, sets up start datablocks and stuff
In the data folder, there's a levels folder. In the levels folder there are storyline folders, in the storyline folders there are parts/scenarios/whateveryouwanttocallthem. In those, there are map folders. In the map folders, there are .t2d files (normal map files), .dso files (compiled map files), and also .qsFl files (quest script files).
the quest script files of course are the files for quests. they use the above shown language which i will later go back and explain. they are run via a command and when you run them they do all the setup crap and then they start the quest.
The files are read like so:
Initialization Stages
V
Step 1
V
Step 2
V
etc
V
Finish
When one step is complete, it goes onto the next, then when the line instead reads <qs:finish>, it finishes the quest. I'll think about how to add rewards later on when there's something to actually give.