'Godot 3.4: Quest System using Dictionaries
I took this to the Godot Reddit first, but honestly it's not much help imo. A lot of questions go unanswered there. So here I am.
As the title says, Im making a quest system in godot 2d using nested dictionaries. Ive seen people use Nodes, Classes or otherwise for their quest systems, and a few dictionary based ones out there. I chose dictionaries as I know them the best(still isnt a whole lot, or i probably wouldnt be here asking this lol) And my quest system is set up like so: QuestBase --> QuestHandler --> PlayerData
QuestBase is a giant dictionary of all available quests in the game. PlayerData is a giant dictionary of all the player stats(including active, completed, or failed quests) and QuestHandler takes a questName in a function to Copy the quest(questName) from QuestBase dict into the PlayerData.quests_active dict.(quests_active is a dictionary of quests(also dictionaries) inside of the PlayerData dictionary lol) But i cant seem to get it to work. I've done it a couple different ways now, including the way the Godot documentation states on how to add Dinctionaries into dictionaries. Please help, this is the error I get from QuestHandler:
Invalid set index 'tutorialQuest' (on base: 'Nil') with value of type 'Dictionary'
QuestBase:
var storyQuests = {
"tutorialQuest":{
"name" : "Your First Steps",#Name of the Quest
"desc" : "Get to know your environment and learn the ropes.",#Description of the Quest
"level" : 1, #Required level before player can accept quest
"questType" : 0, #0=Story Quest || 1=Side Quest || 2=Repeateable Quest
"taskType": 0, #0=Progressive(task must be completed in order) || 1=Synchronous(tasks can be completed in any order, and all at once)
"tasks":{#Dictionary of Quest's Tasks
"task1":{
"text":"Talk to Bjorn",#Text to display in Quest log
"type":0,#0=Talk,1=Slay,2=Fetch,3=Deliver,4=Collect,5=Goto
"quantity":0,#Determines the amount to complete task for Slay, Fetch, and Collect
"target":"Bjorn",#Determines Who to talk to, or who to slay, or what to collect.
"completed":false#Is this task complete?
},
"task2":{
"text":"Talk to Bjorn",
"type":"Talk",
"target":"Bjorn",
"completed":false
},
"task3":{
"text":"Talk to Bjorn",
"type":"Talk",
"target":"Bjorn",
"completed":false
}
},
"itemReward":{
"items":["Sword", "Basic Elixer"],#Names of items to give
"amount":[1, 5]#Amount of each item to give, respectively.
},
"expReward":{
"skill":["Forestry","Smithing"],#Names of skills to add Exp to
"amount": [100,100] #Amount to add to each skill, respectively.
#1st number will increase first skill in "skill", etc...
},
"Complete":false,
"Failed":false
}
}
PlayerData:
var playerData = {
... irrelevant player data...
#Quests
"quests_active": {"blank":"blank"},
"quests_completed": {},
"quests_failed": {},
and Finally, Quest Handler:
func startQuest(questName: String):
var active_quests = PlayerData.playerData.get("quests_active")
if QuestBase.storyQuests.has(questName):
var questCopy = QuestBase.storyQuests.get(questName).duplicate(true)
PlayerData.playerData.get("quests_active")[questName] = questCopy #.quests_active.append(questCopy)
#print("Story Quest Started: " + PlayerData.playerData.QuestsActive.get(questName).get("name"))
elif QuestBase.sideQuests.has(questName):
var questCopy = QuestBase.sideQuests.get(questName).duplicate(true)
active_quests.append(questCopy)
#print("Side Quest Started: " + PlayerData.playerData.QuestsActive.get(questName).get("name"))
else:
print("Quest Doesn't Exist! Check Spelling!")
Sources
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Source: Stack Overflow
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