SO:Quest

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QuestStates

QuestStates are Composite Data Table uassets. These data table help manage and drive individual events that must happen to allow a quest to progress. In order to create a Composite Data Table asset, simply right click in the content browser, hover over Miscellaneous, and left click on Composite Data Table. For more information on Composite Data Tables and how they function and how to synthesize a new one, please read their Unreal Documentation. Every Quest in Althas: Sundered Order have a Composite Data Table that run the events of the quest. Additionally, every quest is individually called upon by the QuestDataTable that contains the Data Tables for each quest (Content → Quests).

BluePrint Classes

While working on quest BPs you will run into blue files marked with a white circle. These are Blueprint Classes, and they are what make up the Composite Data Tables. Each BP Class creates a single action to be run, in order, when placed into a Composite Data Table.

Quests

Demo Quest

The Demo Quest begins as soon as the player begins the Demo. Bordrand will assist the player in learning the basics of combat under the guise of training to become a Bordrima Guard.

How it is supposed to work: The player is awoken by Bordrand. They exchange some pleasantries before Bordrand takes the player to a combat training ground. Here the player learns to fight, parry, and block, while Bordrand either chides the player or offers words of encouragement. At the end of the tutorial, Bordrand and the player spar, so that the player can get a feel for PVP combat. At the end of the DemoQuest, the Thievery Quest will begin, so the player can get so experience fighting with dire consequences.

Debugging Demo Quest

Note that the dialogue and trigger that set the Demo Quest in motion do not happen through Blueprint. They occur through C++ coding. Itm has been noted that upgrading to a new version of unreal can cause references in C++ to break.

Thievery Quest

The Thievery Quest is located [at this point in the game]. A Thief entity approaches a Victim entity, and steals a possession from her. The player is tasked with dealing with the Thief.

How it is supposed to work: Once the player activates a pre-planted trigger, the Thief runs over to the Victim and steals something from her. After the Thief runs off, the Victim seeks out the player and asks them to get her stolen possession(s) back. The player tracks the Thief down and collects the Victims belongings. Upon returning the item(s) to the Victim, the player will receive a monetary reward.

Debugging Thief Quest

  • All files associated with the Thievery Quest can be found in the Content → Quests → Thievery Quest Folder
  • The ThieveryQuest Folder has two blueprints inside of it (VictimSpawner, Victim_Location). These BPs work in tandem to spawn the Victim, and to randomize where that spawn point is, so that the player can encounter this quest in a variety of locations.
  • The Scripts folder is the main hub for this quest's actions. Here you will the majority of the BP classes that make up the actions unique to this quest.

Other Notes

If you need to investigate a BluePrint Class that does not appear in either the Demo Quest, or Thievery Quest folders, Additional BPCs can be found in

  • Content → SmartAI → Blueprints -→ AI → Tasks
  • Content → SmartAI → Blueprints -→ AI → QueryContext

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