Ideas for Scripting Arena Fight Wager Quests

Post » Tue Jun 19, 2012 8:09 pm

I am starting up this thread for two reasons:

1. To implement a proper arena fight wager quest or quests for my "Pit of Windhelm" mod, and

2. Have a documentation of scripts, properties, aliases, etc that work so that a proper tutorial can be made on the subject of creating fight wager quests, as it is apparently very difficult, if not impossible, to implement in a way similar to that of Oblivion's fight wager stuff.

Alright, what I am trying to do is set it up so that there are two types of matches one can bet on (fighter versus beasts and Team Paladins versus visiting team), and each of them has four sizes of wagers, 50, 100, 500, 1000 (edited to match what's already there, but with the addition of meager wages). Furthermore, I would like to set it up so that when the fighter you bet on wins, you get double of what your wager was for that match. Also, you would need to place a bet before entering the spectator area of the Pit, and the match would begin when the announcer finishes speaking, of which that dialogue would be triggered by the trigger box near the spectator entrance of the Pit. I should mention though that I am currently working on just the removal of player gold part right now.

However, here's the current problem I have. First off, it appears that in order for it to give you double your wager when you win, every wager size would have to be its own quest or at the very least its own set of quest stages, and furthermore, it seems that it is impossible to assign a script fragment that removes player gold directly to quest dialogue despite the fact that vanilla quests do exactly this. I've already tried using
Spoiler
Game.GetPlayer().RemoveItem(Gold001, 25)
along with a Gold001 property similar to what other quests in the game use, but that ended in disaster (the entire quest script seems to have become corrupted from doing that, so the CK definitely doesn't like that).
:swear:

I'm thinking of scrapping this whole idea of making direct wagers like that in favor of what I think should be a simpler idea where you instead purchase wager tokens, which you would need in order to initiate the quest and gain entrance to the spectator area of the Pit in Windhelm, though this idea, while it sounds simpler and "better" than the previous one, carries the major problem of what if the player has more than one wager token in his/her inventory.

I think I am definitely seeing why Bethesda never implemented this in the first place. :shrug:

Alright, solved the problem of the remove gold from player issue (it was actually really easy to do), so now I'm going to be focusing on having the script unlock the door to the spectator area, and figure out ultimately how I'm going to go about with setting it up so you get double the money back when you win using an experimental mod to test it out until I get the fight part done (thinking about possibly using a variation of that token idea, only you get the object through the dialogue, might be able to use an alias this way). I also would like to look into how to have a message display when the doors are locked, but not display when the doors are unlocked by the wager quest. Additionally, I'm also going to need to find out about how to make sure that the trigger box will reset each time you start up the wager quest.

Anyone have any good ideas? And please do not just say "look at what they did in this quest." That doesn't really help me all that much since AFAIK you can NOT directly look at what they did for the script properties (as far as checking if they used any arrays, don't think that this will be necessary though). Though you can tell me how other quests in the game do similar functions, so long as I know what parts of the scripts do this (that includes what types of properties should be used). Not trying to sound bossy or bitter of course, but I've already been looking at what they have done for similar (more like as close to similar as I could find, as there really aren't any quests in the game that are similar, per say) quests for about a month, and haven't really gotten anywhere.
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Isaiah Burdeau
 
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Joined: Mon Nov 26, 2007 9:58 am

Post » Wed Jun 20, 2012 4:45 am

Try kicking it off by sending a story event to the story manager, and passing the amount of gold as one of the parameters, then fill properites from event at the launched script
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Tamika Jett
 
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Post » Wed Jun 20, 2012 1:54 am

I've been looking at the other quests which remove player gold. It looks like they require the value to be a global in order to work in the dialogue script. I'll look into how to create a wager global and see if that gets the script to compile.

Update: Just tried that on a test mod and it works! In the test I used the global "ArenaSmallWager" (which has the value of 100) for the value of the GetItemCount condition for the gold and of course the property for the gold, and in the game, selecting the topic removed 100 gold.

Now I just need to start figuring out the next step for the wager quest, and what I need for it.
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Ridhwan Hemsome
 
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