Endless RPG - Untold Tales

Endless RPG - Untold Tales

Endless RPG Workshop
Add and download new dialogues, quests, events, contracts to the game.
Philos 3 5 月 21 日 上午 7:42
Test mods
Making Dialogue mods or mini-quests is quite easy, it's even possible to chain quests and many other possibilities.
The thorn that I have is that, for testing mods, I have no other way than playing, saving and reloading, in hope that the Event would trigger. There should be another, such as having a console to send a trigger for any Event, for testing and debugging.
I hope there will be more possibilities in the future!
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正在显示第 1 - 15 条,共 16 条留言
Kezarus  [开发者] 1 5 月 21 日 上午 9:14 
Hey mate! Thanks for the mods! =D

I don't have that specific functionality, usually what I do for testing events is to wipe clean the original Events from the game and leave just what I want to test. But it's perfectly doable to call an event from an input you give... but just for events.

For other things, like Dialogue Snippets I just modify the Snippet hub like so:
File: 004-DOOR EVENT-SNIPPETS.json

"snippetIds": ["005-DOOR-BRAND NEW EVENT"],
"--snippetIds": ["005-DOOR-MAGIC WHITE", "005-DOOR-MAGIC GREEN", "005-DOOR-MAGIC RED", "005-DOOR-MAGIC BLUE", "005-DOOR-MAGIC BLACK", "005-DOOR-LOCKED", "005-DOOR-BARRED WOOD", "005-DOOR-BARRED METAL", "005-DOOR-TRAPPED", "005-DOOR-LOCKED", "005-DOOR-BARRED WOOD", "005-DOOR-BARRED METAL", "005-DOOR-TRAPPED"]

That way it's easy to test each one for the exact thing you want with no randomness. It's done like this for snippets because there is just too many parameters sent on initialization of dialogues that need to be called from within the right part of the game to work 100%.

So, let's design a solution together, what do you think?
- For Events I can make a menu that you can call any loaded events with a click. Does that works for you?
- For Contracts you can set the Dialogue Id on the town object in your save file. Let me know if you need help with that.
- For Snippets: as above, you can just "comment" the original Ids with -- and just leave what do you want to test.

Looking forward to your feedback and to make this happen in code, mate! Let me know if you need any other information!

Cheers! =]
Kezarus
最后由 Kezarus 编辑于; 5 月 21 日 上午 9:17
Philos 3 5 月 21 日 上午 11:04 
Thanks for the infos !
I was indeed working out some Snippets.
A solution that I found is to change the name of one of the calls of Snippets in "000-TUTORIAL-HELP.json" and use the Help screen (opened by clicking on the button with the question mark on the right of the top bar on the map), so it's very fast to test Snippets now :D
I don't know about the mechanics of Contracts yet, I'll try some later ;)
Kezarus  [开发者] 1 5 月 21 日 上午 11:21 
Hahahaha, that's brilliant, mate! XD

Just know that it maaaaaay not work 100% for all cases, specially Dungeons. But for early tests before adding to the final snippet it will work. =]

Would you still want a way to call the Events? If you do, I can add it to the Backlog and deliver it in the next update. Let me know.

Cheers!
最后由 Kezarus 编辑于; 5 月 21 日 上午 11:21
Kezarus  [开发者] 1 5 月 21 日 上午 11:27 
Oh, BTW! If you're into "hacking" the system, look into the Party.json. At the end of the file you will see all the events that will be called in a queue on this array:

"events": []

If you put your event ID here as the first in line and with a cooldown equals to zero, it will be the next event to be called.
最后由 Kezarus 编辑于; 5 月 21 日 上午 11:29
Philos 3 5 月 21 日 上午 11:48 
Seems fun to mod the save files, LOL !

A nice thing for modding would be to be able to start a Quest at any time, with Quests directly you could call Dialogues that in turn can call Snippets ^^ and you have the possibility to test also the mechanics of the Quests !

Edit : I looked at a savefile... sorry that escaped from my mind, but if you can change an Event's cooldown in a savefile, it's okay for testing.
最后由 Philos 编辑于; 5 月 21 日 上午 11:52
Kezarus  [开发者] 1 5 月 21 日 下午 12:01 
Nice! Gonna add a button next to the Help on the Map. That will show a screen with the list of all Quests. When you click a quest ID, it will call that Quest. To further improve it, if the Quest is a Contract, I can send the nearest Town infos to that Quest.

To avoid confusing non-Modder players, gonna also add an option to enable this button.

That will not solve 100% of the scenarios (Dungeons will need to be tested on the Snippets), but I think it seems good enough for me. Would that be good for you, mate? =]
Philos 3 5 月 21 日 下午 12:40 
That's good enough for me too, go ahead :)
Kezarus  [开发者] 1 5 月 23 日 上午 9:11 
引用自 Philos
That's good enough for me too, go ahead :)

Done and done, mate! Check it out. Let me know if you need anything else or found a bug. =]

https://psteamproxy.yuanyoumao.com/news/app/2586000/view/518588414413505704

Cheers!
Philos 3 5 月 26 日 上午 8:31 
引用自 Kezarus
Hahahaha, that's brilliant, mate! XD

Just know that it maaaaaay not work 100% for all cases, specially Dungeons. But for early tests before adding to the final snippet it will work. =]

Would you still want a way to call the Events? If you do, I can add it to the Backlog and deliver it in the next update. Let me know.

Cheers!

When calling a fight from the tool, while on the map, it triggers ok.
In Cave, at the end of the Snippet for the "combat_call", the combat doesn't start, though the "dungeon_node_set" works :

{
"nodeId": "nodeFight",
"nodeType": "combat_call",
"dialogueVictory": "0103-EVENTSNIPPET-CAVE-DOUBLELAIR2",
"nodeNext": "EventDone"
},
{
"nodeId": "EventDone",
"nodeType": "dungeon_node_set",
"value": "DISABLE",
"nodeNext":"DialogueEnd"
},
{
"nodeId": "DialogueEnd",
"nodeType": "end"
}
Kezarus  [开发者] 1 5 月 26 日 上午 8:38 
Ohhhh, I see! For dungeons don't use a combat_call, it will not be correct. Use the node dungeon_node_set with the value 'COMBAT'.

If you can, see other Dialogues that does the same thing that you're trying to do. I think 003-CAVE EVENT-DARK FIGURE does that on nodeId SetupCombat.

Let me know if it's all good. =]
最后由 Kezarus 编辑于; 5 月 26 日 上午 8:41
Philos 3 5 月 26 日 上午 8:55 
I missed this in the modding docs. This works, cool ! But I have an issue. I wished to call a Dialogue at the end of the combat... leading to another combat Oo Is there some way to do that?
Kezarus  [开发者] 1 5 月 26 日 上午 8:58 
引用自 Philos
I missed this in the modding docs. This works, cool ! But I have an issue. I wished to call a Dialogue at the end of the combat... leading to another combat Oo Is there some way to do that?

Eeer... nopz! Can't do that in the Dungeons as there is no triggers being called after the Combat End that leads to that.
Philos 3 5 月 26 日 上午 9:00 
I thought about loading a Snippet after the dungeon_node_set / COMBAT as the nodeNext, before ending the Dialogue, but would it trigger anyway either if winning or fleeing?
Kezarus  [开发者] 1 5 月 26 日 上午 9:04 
引用自 Philos
I thought about loading a Snippet after the dungeon_node_set / COMBAT as the nodeNext, before ending the Dialogue, but would it trigger anyway either if winning or fleeing?

Hmmmm, I usually finish my Dialogue after the dungeon_node_set. If you continue to call other things, a snippet for example, I don't think it will even leave the Dialogue until you reach the dialogue_end.
Philos 3 5 月 26 日 上午 9:10 
Sorry, my last post was too quickly written. I now have tested, "load_snippet" works and goes to the second Snippet before the combat, but when there's the combat of the second Snippet, it's the first combat that is called, then all Events at the node are ended (just fyi ;))
Thanks for your infos ! I'll take these in account for my later scripts.
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发帖日期: 5 月 21 日 上午 7:42
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