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Introduction

Description

This quest system, allows you to create quests for your project and provides the following functionality:

  • Create any number of quests for your project
  • Show configurable banners when a quest starts and/or completes
  • Set categories for quests; whether they fall under the typical "Main" or "Side" quest categories, or, any custom categories you choose to create
  • In-depth condition system allows you to setup a number of differing conditions that auto-trigger a quest to begin
  • Objectives which can be created for quests which have their own start and complete conditions allowing for multi-step quests
  • Quest rewards which are automatically granted upon quest completion. Can have a combination of:
    • Gold/Default currency
    • Custom currency
    • Items
    • Equipment
    • Experience
    • Variable - Can increase a variable by a set amount

Install & Setup Instructions

Installation

Note: The installation is easier if Bakin is closed

  1. Extract the .zip file you downloaded using either WinRAR or 7zip and open it.
  2. Copy "QuestSystemPlugin.dll" and paste it in the "plugins" folder in your Bakin install directory (usually "SteamLibrary\steamapps\common\BAKIN\plugins")
  3. Copy the "Quest System" folder and paste it in your project's "script" folder (if you don't see this folder, create it).
  4. Open the "Quest System" folder and copy "ThatDaleDudesLibrary.NET.dll".
  5. Paste the file in the "lib" folder in your Bakin install directory
  6. Open Bakin and go to the Layout Tool on the left
  7. Click the import button in the top bar, on the right-hand side (it looks like a little folder with a down arrow)
  8. Go to the folder you extracted and select "Layouts.lyrbr". This will import the layouts used by the plugin

Setup

  1. In Bakin, open the common events panel and create a new "Custom Event".
  2. Give the common event any name you'd like (e.g. Quest System).
  3. Open the common event and in the lower-left corner, click the C# Program Assignment box and select the quest system (will likely show up as "script/Quest System/QuestSystem.cs"
  4. Next, add a new "Event Switch On/Off" command to the event and have it turn on a new switch you need to create called "ShowQuestsMenu"
  5. Press OK
  6. Now open the Layout Tool from the left.
  7. In the list on the left, expand the "Menus" folder and select "Menu".
  8. In the "Layout to be Assigned" area just to the right should be a new option called "MainMenu_QuestSystem". Tick the box next to this option.

    Note: If you're using your own menu layouts, simply add a new option to your menu and carry on following the steps
  9. In the "Layout Parts" section further down should be a folder called "Main Menu Window". Expand this and select "Quests".
  10. Once selected, on the right will be the properties. Set Action to "Close and Call Common Event" if it isn't set to this already.
  11. Beneath this option will be a drop down menu for "Common Events". Click this and select the common event you created earlier.
  12. Press OK.

You're now setup and can begin creating quests via Functions > Expanded Features > Quest System

StatusReleased
CategoryGame mod
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorDale Green
Tagsbakin, bakinplugins, plugin, plugins, rpgdeveloperbakin

Download

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Click download now to get access to the following files:

Quest System V1.3.zip 559 kB

Development log

Comments

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(+1)

Hello! I really love your plugin! But I have a huge problem! I did 3 quests, and they work fine, they start and conclude correctly (2 using switches and one using an item to activate), but when I try to do a forth one, then it doesn't recognize it, I mean, I turn the switch on, but the quest doesn't start, I tried with items and variables and neither work. 

I tried deleting the 3rd one and creating it again and it works! but then I try a 4th one, no matter the name, activation condition, anything, it just doesn't work. I also tried reinstalling the plugin but didn't fix it.

Can you help me?

P.D. Not sure if this has anything to do but I got a strange error that crashed the plugin, but then I restarted it and opened fine, but maybe something was changed.

Yo. Thanks for using it, it's much appreciated :)

I've not encountered this issue personally in the past (although I can't remember how many quests I tested it with).

Leave it with me and I'll test it with 4 (and probably more) quests either tonight or tomorrow to see if I can reproduce the issue you're having.

(+2)

Thank you for your continued updates!

Please forgive me for being abrupt.

I found an issue during testing it many times.

Reward, for example: I finish the Quest, the reward is 100G. (The initial gold is 0). Then there should be a total of 100G now.

Now, at this time, save the game and exit the game, then load the save file again. The reward will be received repeatedly. Then save and load... 200... save and load... 300... 400... 

Others such as: equipment, item, experience, etc. They also have the same.

This issue will not only appear in Test Play, but also in the Published game.

Best regards!

Thanks for letting me know.

I'll look into it and get a fix released hopefully later tonight :)

I've just released an update which should hopefully resolve this issue now :)

Let me know if you run into any other problems

Thanks for your help! :)

I appreciate it!

(+1)

Great plugin man, any chance we can remove the current or completed quest to make them repeatable?

Thanks, appreciate it :)

I'll definitely look into having different quest types (i.e. Standard and Repeatable) ;)

(+1)

Just released an update which allows you to create repeatable quests :)

(+1)

Oh, that was fast, thank you so much! <3

<3

Thank you for making it!
Though, can I ask for some additional features if possible?

(+1)

If there's any feature requests in addition to those you've mentioned on Discord, then feel free to add any others here too :)

Maybe something like emoticon/subgraphics enabler for the object/events to know if the quest can be finished or not?
*though that could done manually by setting the variable and items requirements

Sorry for the late reply.

I think using variables/switches would definitely be the way to go here.

The problem is that quests aren't linked to specific events so has no context outside of the quest's own start/complete conditions.

(+1)

This is a very cool mission system!  Can I use it in the game I make? Is there any license for this plug-in?

Hi. Thanks it's much appreciated :)

Feel free to use this in your commercial and non-commercial projects.

(+1)

Thanks for your help! 

I appreciate it. The honor is mine :)