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Development and Implementation / Re: Send fail from device/object
« Last post by WhiteFire Sondergaard on November 03, 2014, 04:28:45 pm »
Oh, that's a neat idea
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Development and Implementation / Re: Proposed Features
« Last post by fenirstardust on November 03, 2014, 04:20:37 pm »
since the device/object sends what goal+step was completed, need away to have out of order completeion, adding a score to each goal complete.(needs to add a switch so that some steps/goals cannot be out of order completeion) That way it can be like old interactive fiction games. One can complete a quest with a score less than prefect, reward user with higher score.....add quest command, that tells adevice/object of acclimated score, then that script handles dealing out whatever reward, and sending last goal/step complete to hud finishing the quest....
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Development and Implementation / Send fail from device/object
« Last post by fenirstardust on November 03, 2014, 04:15:08 pm »
After a few years i'm a pro-scripter, now i am making a quest thingy and remembered SQ, what a great idea for a questing system. Anyhow there was always one feature that drove me nuts that isn't included by defualt! The ablity of a object to send a fail command to the hud, well now i fixed that here is the mod as fallows:
Line 642:  else if (cmd == "QUEST FAILED") // fenir's mod we got a fail now do fail!
    {
              llOwnerSay("You failed a critical goal!");
                quest_fail_name = llList2String(args, 0); // name of goal will be the failure text name
                state skip_to_failure; // let it do its thing
                // fenir's mod 11/03/2014
    }

This way we can have a puzzle scripted sepreate from SQ with the option to fail the submissive, IE they didn't memorized something from earlier. Then we can turn them into a banna or something....in the future i will add a state for partcal failure that does something to the victim but doesnt out right opt out the vic...
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Quests! / Spike's Castle Quest Two
« Last post by Saint on July 27, 2014, 07:50:11 pm »
Sadly, we've had to take these down. If we are ever in a position to put them back up, we'll let you all know.

Quest Type: Retriever
Quest Time: 30 - 45 minutes
Quest Area: Spike's Castle
Quest Start: Spike's Castle http://maps.secondlife.com/secondlife/Isle%20of%20Torment/67/167/42

For our second quest, we're asking questers to find and return some items here at our dungeon.

You'll have to search out the SlaveQuest signs. Try the level below the courtyard.
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Quests! / Spike's Castle Quest One
« Last post by Saint on July 27, 2014, 07:46:26 pm »
Sadly, we've had to take these down. If we are ever in a position to put them back up, we'll let you all know.

Quest Type: Exploration
Quest Time: 45 - 60 minutes
Quest Area: Zindra Mainland
Quest Start: Spike's Castle http://maps.secondlife.com/secondlife/Isle%20of%20Torment/67/167/42

We here at Spike's Castle are trying to implement SlaveQuest as best we can.

Quest One is an exploration quest to Kama City on Zindra mainland. It takes the quester to several spots around Kama City. Prepare to devote 45 minutes, to an hour to the quest.

You'll have to search out the SlaveQuest signs. Try the level below the courtyard.

I'll be honest. This is the first quest we completed. It, therefore, may have some bugs.
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Support / Re: Error at demo quest for failure.
« Last post by WhiteFire Sondergaard on February 27, 2014, 03:49:09 pm »
Derp, forgot to respond that this should have been fixed like... years ago. Literally.
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Support / Error at demo quest for failure.
« Last post by Dante Tucker on December 13, 2010, 06:24:20 am »
The failure option "spend time in a cage" for the demo quest where you have to find the stuff in the forest fails to teleport you both because the parcel has teleports off and because it points to a random location in the air.

I was a bit disappointed I didn't have to do the punishment! :P
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SQ General Discussion / Possible Step changes...and open notecards.
« Last post by carlwash on October 29, 2010, 04:23:58 am »
Two-point-five things I have have thought about since discovering SQ. 

1.  Steps that have and-goals (currently situation) 
     Steps that have or-goals (if any goal succeeds then the step completes)
     Steps that have not-goals (if this task is done then the step fails)

2.  Inter-goal communication.  (still thinking about this one..requires)...but a goal that can communicate success or failure or even a string to another (and) goal in the same step.

2.5  I have an open source in-world RLV Script Library (see carlwash.constantine  "picks").  I would like to make SQ notecards available there if they are small quests that show how things are done.  If you have any that you are willing to openly share, I would appreciate a copy
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Development and Implementation / Example Quests
« Last post by Zoey on October 22, 2010, 01:37:24 pm »
Is there any way I can get a copy of the 3 sample quest notecards from LV so I can follow along and see how some of the things you did work?

Thanks,
Zoey
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Support / Re: RLV Actions =force help!
« Last post by Zoey on September 25, 2010, 10:51:36 pm »
Thank you SO much for the quick reply...working great with a few hiccups hehe

~Zoey
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