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Standard DFU quest actions
Incomplete. Just stubbing out action for now so quest will compile.
add (?<target>[a-zA-Z0-9_.-]+) as questor
add dialog command used in quests to make talk options available.
add dialog for location (?<aPlace>\w+) person (?<anNPC>\w+) item (?<anItem>\w+)
add dialog for person (?<anNPC>\w+) item (?<anItem>\w+)
add dialog for location (?<aPlace>\w+) person (?<anNPC>\w+)
add dialog for location (?<aPlace>\w+) item (?<anItem>\w+)
add dialog for location (?<aPlace>\w+)
add dialog for person (?<anNPC>\w+)
add dialog for item (?<anItem>\w+)
Adds an NPC or Foe portrait to HUD which indicates player is escorting this NPC or Foe.
add (?<anNPC>[a-zA-Z0-9_.-]+) face saying (?<sayingID>\d+)
add (?<anNPC>[a-zA-Z0-9_.-]+) face
add foe (?<aFoe>[a-zA-Z0-9_.-]+) face saying (?<sayingID>\d+)
add foe (?<aFoe>[a-zA-Z0-9_.-]+) face
Executes target task when player readies a spell containing a single specific effect.
Matches effect by key, so should support custom effects from mods.
cast (?<effectKey>[a-zA-Z0-9_.-]+) effect do (?<aTask>[a-zA-Z0-9_.-]+)
Executes target task when player readies a spell containing specific effects.
Classic only accepts standard versions of spell, not custom spells created by player.
Daggerfall Unity makes no distinction between standard or custom spells and will instead match by effects.
cast (?<aSpell>[a-zA-Z0-9'_.-]+) spell do (?<aTask>[a-zA-Z0-9_.-]+)
Queues a spell to be cast on a Foe resource.
Can queue multiple spells at once or at different stages of quest.
If the Foe has not been spawned: All spells currently in queue will be cast on Foe the moment they spawn.
If the Foe has been spawned: The next spell(s) added to queue will be cast on spawned Foes on next quest tick.
This allows quest author to cast spells on Foe both before and after spawn or at different stages of quest (e.g. after foe injured).
Notes:
- As spells have durations recommend casting spells on "place foe" dungeon foes after being injured or spell will likely expire by the time player locates foe.
- For "create foe" foes spell can be queued at any time as spell is cast when foe is directly spawned near player.
cast (?<aSpell>[a-zA-Z0-9'_.-]+) spell on (?<aFoe>[a-zA-Z0-9_.-]+)
cast (?<aCustomSpell>[a-zA-Z0-9_.-]+) custom spell on (?<aFoe>[a-zA-Z0-9_.-]+)
Changes whether or not a quest foe is attackable by other NPCs.
change foe (?<anNPC>[a-zA-Z0-9_.-]+) infighting (?<isAttackableByAI>[a-zA-Z]+)
Changes a foe's team.
change foe (?<anNPC>[a-zA-Z0-9_.-]+) team (?<teamNumber>\d+)
change foe (?<anNPC>[a-zA-Z0-9_.-]+) team (?<teamName>\w+)
Changes reputation with an NPC by specified amount.
change repute with (?<target>[a-zA-Z0-9_.-]+) by (?<sign>[+-])(?<amount>\d+)
Unsets 1 or more tasks so they can be triggered again
clear [a-zA-Z0-9_.]+
Handles player clicking on Foe.
clicked foe (?<aFoe>[a-zA-Z0-9_.-]+) and at least (?<goldAmount>\d+) gold otherwise do (?<taskName>[a-zA-Z0-9_.]+)
clicked foe (?<aFoe>[a-zA-Z0-9_.-]+) say (?<id>\d+)
clicked foe (?<aFoe>[a-zA-Z0-9_.-]+) say (?<idName>\w+)
clicked foe (?<aFoe>[a-zA-Z0-9_.-]+)
Handles player clicking on Item.
clicked item (?<anItem>[a-zA-Z0-9_.-]+) say (?<id>\d+)
clicked item (?<anItem>[a-zA-Z0-9_.-]+) say (?<idName>\w+)
clicked item (?<anItem>[a-zA-Z0-9_.-]+)
Handles player clicking on NPC.
NOTES:
- Will clear click after handling if player clicks NPC.
- If used in combination with TotingItemAndClickedNpc on same NPC elsewhere in quest, always call TotingItemAndClickedNpc check BEFORE ClickedNpc.
clicked (?<anNPC>[a-zA-Z0-9_.-]+) and at least (?<goldAmount>\d+) gold otherwise do (?<taskName>[a-zA-Z0-9_.]+)
clicked npc (?<anNPC>[a-zA-Z0-9_.-]+) say (?<id>\d+)
clicked npc (?<anNPC>[a-zA-Z0-9_.-]+) say (?<idName>\w+)
clicked npc (?<anNPC>[a-zA-Z0-9_.-]+)
DFU extension action. Triggers when the player is at a location with the right climate
climate (?<climate>desert|desert2|mountain|mountainwoods|rainforest|ocean|swamp|subtropical|woodlands|hauntedwoodlands)
climate (?<base>base) (?<climatebase>desert|mountain|temperate|swamp)
Spawn a Foe resource into the world.
create foe (?<symbol>[a-zA-Z0-9_.-]+) every (?<minutes>\d+) minutes (?<infinite>indefinitely) with (?<percent>\d+)% success
create foe (?<symbol>[a-zA-Z0-9_.-]+) every (?<minutes>\d+) minutes (?<count>\d+) times with (?<percent>\d+)% success
(?<send>send) (?<symbol>[a-zA-Z0-9_.-]+) every (?<minutes>\d+) minutes (?<count>\d+) times with (?<percent>\d+)% success
(?<send>send) (?<symbol>[a-zA-Z0-9_.-]+) every (?<minutes>\d+) minutes with (?<percent>\d+)% success
Places a Person to a random building in their home town within current region.
create npc (?<anNPC>[a-zA-Z0-9_.-]+)
Tipton calls this "create npc at" but its true function seems to reserve a quest site before linking resources. "create npc at" is usually followed by "place npc" but can also be followed by "place item" or "create foe" for example.
This action likely initiates some book-keeping in Daggerfall's quest system. In Daggerfall Unity this creates a SiteLink in QuestMachine.
create npc at (?<aPlace>\w+)
Cure specific disease on player through quest system.
cure vampirism
cure lycanthropy
cure (?<aDisease>[a-zA-Z0-9_.']+)
Raise or lower task state based on time of day. Time must be in 24-hour time 00:00 to 23:59.
daily from (?<hours1>\d+):(?<minutes1>\d+) to (?<hours2>\d+):(?<minutes2>\d+)
NPC will be be soft destroyed (permanently removed from world but othwerwise available for macro resolution).
This is different to classic that will return BLANK once NPC is destroyed (probably beause resource is hard deleted).
If there are any emulation issue with soft destruction then will change to hard destruction instead.
destroy npc (?<anNPC>[a-zA-Z0-9_.-]+)
destroy (?<anNPC>[a-zA-Z0-9_.-]+)
dialog link command used in quests.
dialog link for location (?<aSite>\w+) person (?<anNPC>\w+) item (?<anItem>\w+)
dialog link for location (?<aSite>\w+) person (?<anNPC>\w+)
dialog link for location (?<aSite>\w+) item (?<anItem>\w+)
dialog link for location (?<aSite>\w+)
dialog link for person (?<anNPC>\w+) item (?<anItem>\w+)
dialog link for person (?<anNPC>\w+)
dialog link for item (?<anItem>\w+)
Incomplete. Just stubbing out action for now so quest will compile.
drop (?<target>[a-zA-Z0-9_.-]+) as questor
Drops an NPC or Foe portrait from HUD that player is currently escorting.
drop (?<anNPC>[a-zA-Z0-9_.-]+) face
drop foe (?<aFoe>[a-zA-Z0-9_.-]+) face
Triggers when player dropped quest item
dropped (?<anItem>[a-zA-Z0-9_.-]+) at (?<aPlace>[a-zA-Z0-9_.-]+) saying (?<id>\d+)
dropped (?<anItem>[a-zA-Z0-9_.-]+) at (?<aPlace>[a-zA-Z0-9_.-]+)
End quest
end quest saying (?<id>\d+)
end quest
Makes all foes hostile, or clears (removes) them all.
enemies (?<action>makehostile|clear)
Give a quest Item to player.
Currently ignoring "get item from" as it appears to behave identically to "get item".
get item (?<anItem>[a-zA-Z0-9_.]+) saying (?<id>\d+)
get item (?<anItem>[a-zA-Z0-9_.]+)
Give a quest Item to other quest entity (NPC, Foe...)
give item (?<anItem>[a-zA-Z0-9_.]+) to (?<aResource>[a-zA-Z0-9_.]+)
Give a quest Item to player. This has three formats:
- "give pc anItem" - Displays QuestComplete success message and opens loot window with reward. Could probably be called "give quest reward anItem".
- "give pc nothing" - Also displays QuestComplete success message but does not open loot window as no reward.
- "give pc anItem notify nnnn" - Places item directly into player's inventory and says message ID nnnn.
give pc (?<nothing>nothing)
give pc (?<anItem>[a-zA-Z0-9_.]+) notify (?<id>\d+)
give pc (?<anItem>[a-zA-Z0-9_.]+) (?<silently>silently)
give pc (?<anItem>[a-zA-Z0-9_.]+)
Starts a task when player has a particular item resource in their inventory.
This task continues to run and will start task when item present
have (?<targetItem>[a-zA-Z0-9_.-]+) set (?<targetTask>[a-zA-Z0-9_.-]+)
Hide NPC from world temporarily.
hide npc (?<anNPC>[a-zA-Z0-9_.-]+)
hide (?<anNPC>[a-zA-Z0-9_.-]+)
Triggers when a Foe has been injured.
Will not fire if Foe dies immediately (e.g. player one-shots enemy).
injured (?<aFoe>[a-zA-Z0-9_.-]+) saying (?<textID>\d+)
injured (?<aFoe>[a-zA-Z0-9_.-]+)
Condition that fires when player equips an Item or clicks "Use" on item in inventory window.
Seen in Sx006 when player equips the robe or in Sx017 when player uses painting.
(?<anItem>[a-zA-Z0-9_.-]+) used do (?<aTask>[a-zA-Z0-9_.-]+)
(?<anItem>[a-zA-Z0-9_.-]+) used saying (?<textID>\d+) do (?<aTask>[a-zA-Z0-9_.-]+)
Adds a text entry to the player journal as a note.
journal note (?<id>\d+)
Kills a specified foe instantly
kill foe (?<aFoe>[a-zA-Z0-9_.-]+)
Trigger when player kills a quest Foe
killed (?<kills>\d+) (?<aFoe>[a-zA-Z0-9_.-]+) (saying (?<sayingID>\d+))
killed (?<kills>\d+) (?<aFoe>[a-zA-Z0-9_.-]+)
killed (?<aFoe>[a-zA-Z0-9_.-]+)
Legal repute modifies player legal reputation in current region.
legal repute (?<amount>[+-]?\d+)
Triggers when player has reached specified level or higher.
level (?<minLevelValue>\d+) completed
Adds Qrc text message to player journal
Note: Daggerfall groups journal entries together by quest (max 32 active at once) each quest can have up to 10 journal entries if message has already been added at stepID index, old message gets replaced
log (?<id>\d+)( step)? (?<step>\d+)
Inflicts a disease on player through quest system.
make pc ill with (?<aDisease>[a-zA-Z0-9_.']+)
Converts a quest item into a permanent item.
make (?<target>[a-zA-Z0-9_.-]+) permanent
NPC will no longer respond to mouse clicks once muted.
mute npc (?<anNPC>[a-zA-Z0-9_.-]+)
Take an amount from player, and start a task depending on if they could pay.
Amount can be gold, letter of credit, or a combination.
pay (?<amount>\d+) (?<type>money|gold) do (?<paidTaskName>[a-zA-Z0-9_.]+) otherwise do (?<notTaskName>[a-zA-Z0-9_.]+)
Condition which checks if player character at a specific place.
Notes:
Docs use form "pc at aPlace do aTask" But observed quests actually seem to use "pc at aPlace set aTask" Probably a change between writing of docs and Template v1.11. Supporting both variants as quest authors are working from docs Docs also missing "pc at aPlace set aTask saying nnnn" DFU extension: also adding "pc at any <placeType>" so quests can check for any place of a certain type
pc at (?<aPlace>\w+) set (?<aTask>[a-zA-Z0-9_.]+) saying (?<id>\d+)
pc at (?<aPlace>\w+) set (?<aTask>[a-zA-Z0-9_.]+)
pc at (?<aPlace>\w+) do (?<aTask>[a-zA-Z0-9_.]+) saying (?<id>\d+)
pc at (?<aPlace>\w+) do (?<aTask>[a-zA-Z0-9_.]+)
pc at any (?<placeType>\w+) set (?<aTask>[a-zA-Z0-9_.]+) saying (?<id>\d+)
pc at any (?<placeType>\w+) set (?<aTask>[a-zA-Z0-9_.]+)
pc at any (?<placeType>\w+) do (?<aTask>[a-zA-Z0-9_.]+) saying (?<id>\d+)
pc at any (?<placeType>\w+) do (?<aTask>[a-zA-Z0-9_.]+)
This action triggers a random task
pick one of [a-zA-Z0-9_.]+
Moves a foe into world at a reserved site.
place foe (?<aFoe>[a-zA-Z0-9_.-]+) at (?<aPlace>[a-zA-Z0-9_.-]+) marker (?<marker>\d+)
place foe (?<aFoe>[a-zA-Z0-9_.-]+) at (?<aPlace>[a-zA-Z0-9_.-]+)
Moves item into world at a reserved site.
place item (?<anItem>[a-zA-Z0-9_.-]+) at (?<aPlace>[a-zA-Z0-9_.-]+) marker (?<marker>\d+)
place item (?<anItem>[a-zA-Z0-9_.-]+) at (?<aPlace>[a-zA-Z0-9_.-]+) questmarker (?<questmarker>\d+)
place item (?<anItem>[a-zA-Z0-9_.-]+) at (?<aPlace>[a-zA-Z0-9_.-]+) (?<anymarker>anymarker)
place item (?<anItem>[a-zA-Z0-9_.-]+) at (?<aPlace>[a-zA-Z0-9_.-]+)
Moves NPC to a reserved site.
Fixed NPCs always starts in their home location but quests can move them around as needed.
Random NPCs are instantiated to target location only as they don't otherwise exist in world.
Site must be reserved before moving NPC to that location.
place npc (?<anNPC>[a-zA-Z0-9_.-]+) at (?<aPlace>\w+) marker (?<marker>\d+)
place npc (?<anNPC>[a-zA-Z0-9_.-]+) at (?<aPlace>\w+)
Plays a song from MIDI.BSA using SongFiles enum.
play song (?<song>[a-zA-Z0-9_-]+)
Plays sound for quests (only used in Sx977...vengence)
See Quests-Sounds.txt for valid sounds
Unlike message posts, the play sound command performs until task is cleared can be in the form of:
play sound (soundname) every x minutes y times
or play sound (soundname) x y
the second number is not currently used for anything - purpose is unkown.
play sound (?<sound>\w+) every (?<n1>\d+) minutes (?<count>\d+) times
play sound (?<sound>\w+) (?<n1>\d+) (?<n2>\d+)
Plays one of the ANIMXXXX.VID videos for quest
play video (?<vidNum>\d+)
Prompt which displays a yes/no dialog that executes a different task based on user input.
prompt (?<id>\d+) yes (?<yesTaskName>[a-zA-Z0-9_.]+) no (?<noTaskName>[a-zA-Z0-9_.]+)
prompt (?<idName>\w+) yes (?<yesTaskName>[a-zA-Z0-9_.]+) no (?<noTaskName>[a-zA-Z0-9_.]+)
Prompt which displays a dialog with 2-4 buttons that each execute a different task based on user selection.
Example usage:
promptmulti 1072 4:noChoice _dirRand_ 24:south _headS_ 25:west _headW_ 28:swest _headSW_
promptmulti (?<id>\d+) (?<opt1>[0-9]+)(:[a-zA-Z0-9]+)? (?<opt1TaskName>[a-zA-Z0-9_.]+) (?<opt2>[0-9]+)(:[a-zA-Z0-9]+)? (?<opt2TaskName>[a-zA-Z0-9_.]+) (?<opt3>[0-9]+)(:[a-zA-Z0-9]+)? (?<opt3TaskName>[a-zA-Z0-9_.]+) (?<opt4>[0-9]+)(:[a-zA-Z0-9]+)? (?<opt4TaskName>[a-zA-Z0-9_.]+)
promptmulti (?<id>\d+) (?<opt1>[0-9]+)(:[a-zA-Z0-9]+)? (?<opt1TaskName>[a-zA-Z0-9_.]+) (?<opt2>[0-9]+)(:[a-zA-Z0-9]+)? (?<opt2TaskName>[a-zA-Z0-9_.]+) (?<opt3>[0-9]+)(:[a-zA-Z0-9]+)? (?<opt3TaskName>[a-zA-Z0-9_.]+)
promptmulti (?<id>\d+) (?<opt1>[0-9]+)(:[a-zA-Z0-9]+)? (?<opt1TaskName>[a-zA-Z0-9_.]+) (?<opt2>[0-9]+)(:[a-zA-Z0-9]+)? (?<opt2TaskName>[a-zA-Z0-9_.]+)
Removes foe
remove foe (?<aFoe>[a-zA-Z0-9_.-]+)
Removes Qrc text message from player journal
remove log step (?<step>\d+)
Executes a task when reputation with NPC exceeds value.
This is not a trigger condition and will not trigger parent task.
Owning task must be made active before this action starts checking condition each tick.
repute with (?<npcSymbol>[a-zA-Z0-9_.-]+) exceeds (?<minReputation>\d+) do (?<taskSymbol>[a-zA-Z0-9_.]+)
Restore NPC previously hidden from world.
restore npc (?<anNPC>[a-zA-Z0-9_.-]+)
restore (?<anNPC>[a-zA-Z0-9_.-]+)
Makes a foe non-hostile until player strikes them again.
Quest authors should also use a popup message to inform player that foe is no longer aggressive.
restrain foe (?<aFoe>[a-zA-Z0-9_.-]+)
Reveals location on travelmap
reveal (?<aPlace>\w+) (?<readMap>readmap)
reveal (?<aPlace>\w+)
add dialog command used in quests to make talk options available.
rumor mill (?<id>\d+)
Starts another quest and waits for its termination, then sets task for success or failure.
Sets failure task immediately if target quest is not found.
Will ensure that target quest is also terminated if still running when parent quest ends.
run quest (?<questName>\w+) then (?<successTask>[a-zA-Z0-9_.]+) or (?<failureTask>[a-zA-Z0-9_.]+)
Displays a prompt which user can click to dismiss.
say (?<id>\d+)
say (?<idName>\w+)
DFU extension action. Triggers when the calendar is at the right season
season (?<season>fall|summer|spring|winter)
Sets a player's crime.
setplayercrime (?<crime>[a-zA-Z_]+)
Spawns city guards using PlayerEntity.SpawnCityGuards().
spawncityguards (immediate)?
Starts another quest. Classic 'start quest' can only start Sx000 value quests.
Likely to create a Daggerfall Unity specific start quest variant that can start any named quest.
In canonical quests always lists same quest index twice, e.g. "start quest 1 1".
This implementation only uses first index, purpose of second index currently unknown.
start quest (?<questIndex1>\d+) (?<questIndex2>\d+)
start quest (?<questName>\w+)
Starts and stops a Clock resource timer.
(?<start>start) timer (?<symbol>[a-zA-Z0-9_.-]+)
stop timer (?<symbol>[a-zA-Z0-9_.-]+)
Starts a task by setting it active. Added alternate form "setvar taskname".
start task (?<taskName>[a-zA-Z0-9_.]+)
setvar (?<taskName>[a-zA-Z0-9_.]+)
Remove a quest Item from player.
take (?<anItem>[a-zA-Z0-9_.]+) from pc saying (?<id>\d+)
take (?<anItem>[a-zA-Z0-9_.]+) from pc
Partial implementation.
Teleport player to a dungeon for dungeon traps, or as part of main quest.
Does not exactly emulate classic for "transfer pc inside" variant. This is only used in Sx016.
teleport pc to (?<aPlace>[a-zA-Z0-9_.-]+)
transfer pc inside (?<aPlace>[a-zA-Z0-9_.-]+) marker (?<marker>\d+)
Condition triggers when player clicks on NPC while holding a quest Item in their inventory.
Superficially very similar to ClickedNpc but also requires item check to be true.
NOTES:
- Will clear click after handling if player clicks NPC while holding specified item.
- If used in combination with ClickedNpc on same NPC elsewhere in quest, always call TotingItemAndClickedNpc check BEFORE ClickedNpc.
toting (?<anItem>[a-zA-Z0-9_.]+) and (?<anNPC>[a-zA-Z0-9_.-]+) clicked saying (?<id>\d+)
toting (?<anItem>[a-zA-Z0-9_.]+) and (?<anNPC>[a-zA-Z0-9_.-]+) clicked saying (?<idName>\w+)
toting (?<anItem>[a-zA-Z0-9_.]+) and (?<anNPC>[a-zA-Z0-9_.-]+) clicked
Train the player
train pc (?<skillName>\w+)
Unrestrains a foe restrained by RestrainFoe
unrestrain foe (?<aFoe>[a-zA-Z0-9_.-]+)
Unsets one or more tasks.
Unlike clear, which simply rearms a task, unset will permanently disable that task.
unset [a-zA-Z0-9_.]+
DFU extension action. Triggers when the current weather matches the condition
weather (?<weather>sunny|cloudy|overcast|fog|rain|thunder|snow)
Triggers when character reaches minimum value for specified attribute.
when attribute (?<attributeName>\w+) is at least (?<minAttributeValue>\d+)
Triggers when player clicks on an individual NPC that is not currently assigned to another quest.
This is only used in a small number of canonical quests which refer to special individuals.
Examples are King Gothryd, Queen Aubk-i, Prince Lhotun, etc.
when (?<individualNPCName>[a-zA-Z0-9_.-]+) is available
Trigger for player entering or exiting an exterior type as defined in places table.
when pc (?<enters>enters) (?<exteriorType>\w+)
when pc (?<exits>exits) (?<exteriorType>\w+)
Triggers when player reputation with a special named NPC equals or exceeds a minimum value.
This is only used in a small number of canonical quests which refer to special individuals.
Examples are King Gothryd, Queen Aubk-i, Prince Lhotun, etc.
when repute with (?<individualNPCName>[a-zA-Z0-9_.-]+) is at least (?<minRepValue>\d+)
Triggers when player has reached specified skill level or higher.
when skill (?<skillName>\w+) is at least (?<minSkillValue>\d+)
Handles a when|when not task performed condition chain.
when not (?<taskName>[a-zA-Z0-9_.]+)
when (?<taskName>[a-zA-Z0-9_.]+)
Updates the world data system to use a specific variant for a given place (location, block, building) either for all instances or for a particular location.
Specify a single dash for variant to remove any existing variant.
worldupdate (?<type>location) at (?<locationIndex>\d+) in region (?<regionIndex>\d+) variant (?<variant>[a-zA-Z0-9_.-]+)
worldupdate (?<type>locationnew) named (?<locationName>.+) in region (?<regionIndex>\d+) variant (?<variant>[a-zA-Z0-9_.-]+)
worldupdate (?<type>block) (?<blockName>[a-zA-Z0-9_.-]+) at (?<locationIndex>\d+) in region (?<regionIndex>\d+) variant (?<variant>[a-zA-Z0-9_.-]+)
worldupdate (?<type>blockAll) (?<blockName>[a-zA-Z0-9_.-]+) variant (?<variant>[a-zA-Z0-9_.-]+)
worldupdate (?<type>building) (?<blockName>[a-zA-Z0-9_.-]+) (?<recordIndex>\d+) at (?<locationIndex>\d+) in region (?<regionIndex>\d+) variant (?<variant>[a-zA-Z0-9_.-]+)
worldupdate (?<type>buildingAll) (?<blockName>[a-zA-Z0-9_.-]+) (?<recordIndex>\d+) variant (?<variant>[a-zA-Z0-9_.-]+)